2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
120 struct wined3d_string_buffer shader_buffer
;
121 struct wined3d_string_buffer_list string_buffers
;
122 struct wine_rb_tree program_lookup
;
123 struct constant_heap vconst_heap
;
124 struct constant_heap pconst_heap
;
125 unsigned char *stack
;
126 UINT next_constant_version
;
128 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
129 const struct fragment_pipeline
*fragment_pipe
;
130 struct wine_rb_tree ffp_vertex_shaders
;
131 struct wine_rb_tree ffp_fragment_shaders
;
132 BOOL ffp_proj_control
;
133 BOOL legacy_lighting
;
136 struct glsl_vs_program
138 struct list shader_entry
;
140 GLenum vertex_color_clamp
;
141 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
142 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
143 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
144 GLint pos_fixup_location
;
146 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
147 GLint projection_matrix_location
;
148 GLint normal_matrix_location
;
149 GLint texture_matrix_location
[MAX_TEXTURES
];
150 GLint material_ambient_location
;
151 GLint material_diffuse_location
;
152 GLint material_specular_location
;
153 GLint material_emissive_location
;
154 GLint material_shininess_location
;
155 GLint light_ambient_location
;
170 } light_location
[MAX_ACTIVE_LIGHTS
];
171 GLint pointsize_location
;
172 GLint pointsize_min_location
;
173 GLint pointsize_max_location
;
174 GLint pointsize_c_att_location
;
175 GLint pointsize_l_att_location
;
176 GLint pointsize_q_att_location
;
177 GLint clip_planes_location
;
180 struct glsl_hs_program
182 struct list shader_entry
;
186 struct glsl_ds_program
188 struct list shader_entry
;
191 GLint pos_fixup_location
;
194 struct glsl_gs_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_ps_program
204 struct list shader_entry
;
206 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
207 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
208 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
209 GLint bumpenv_mat_location
[MAX_TEXTURES
];
210 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
211 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
212 GLint tss_constant_location
[MAX_TEXTURES
];
213 GLint tex_factor_location
;
214 GLint specular_enable_location
;
215 GLint fog_color_location
;
216 GLint fog_density_location
;
217 GLint fog_end_location
;
218 GLint fog_scale_location
;
219 GLint alpha_test_ref_location
;
220 GLint ycorrection_location
;
221 GLint np2_fixup_location
;
222 GLint color_key_location
;
223 const struct ps_np2fixup_info
*np2_fixup_info
;
226 struct glsl_cs_program
228 struct list shader_entry
;
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
235 struct wine_rb_entry program_lookup_entry
;
236 struct glsl_vs_program vs
;
237 struct glsl_hs_program hs
;
238 struct glsl_ds_program ds
;
239 struct glsl_gs_program gs
;
240 struct glsl_ps_program ps
;
241 struct glsl_cs_program cs
;
243 DWORD constant_update_mask
;
244 unsigned int constant_version
;
245 DWORD shader_controlled_clip_distances
: 1;
246 DWORD clip_distance_mask
: 8; /* MAX_CLIP_DISTANCES, 8 */
250 struct glsl_program_key
260 struct shader_glsl_ctx_priv
{
261 const struct vs_compile_args
*cur_vs_args
;
262 const struct ds_compile_args
*cur_ds_args
;
263 const struct ps_compile_args
*cur_ps_args
;
264 struct ps_np2fixup_info
*cur_np2fixup_info
;
265 struct wined3d_string_buffer_list
*string_buffers
;
268 struct glsl_context_data
270 struct glsl_shader_prog_link
*glsl_program
;
271 GLenum vertex_color_clamp
;
272 BOOL rasterization_disabled
;
275 struct glsl_ps_compiled_shader
277 struct ps_compile_args args
;
278 struct ps_np2fixup_info np2fixup
;
282 struct glsl_vs_compiled_shader
284 struct vs_compile_args args
;
288 struct glsl_hs_compiled_shader
293 struct glsl_ds_compiled_shader
295 struct ds_compile_args args
;
299 struct glsl_gs_compiled_shader
301 struct gs_compile_args args
;
305 struct glsl_cs_compiled_shader
310 struct glsl_shader_private
314 struct glsl_vs_compiled_shader
*vs
;
315 struct glsl_hs_compiled_shader
*hs
;
316 struct glsl_ds_compiled_shader
*ds
;
317 struct glsl_gs_compiled_shader
*gs
;
318 struct glsl_ps_compiled_shader
*ps
;
319 struct glsl_cs_compiled_shader
*cs
;
321 unsigned int num_gl_shaders
, shader_array_size
;
324 struct glsl_ffp_vertex_shader
326 struct wined3d_ffp_vs_desc desc
;
328 struct list linked_programs
;
331 struct glsl_ffp_fragment_shader
333 struct ffp_frag_desc entry
;
335 struct list linked_programs
;
338 struct glsl_ffp_destroy_ctx
340 struct shader_glsl_priv
*priv
;
341 const struct wined3d_gl_info
*gl_info
;
344 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
346 static const char *debug_gl_shader_type(GLenum type
)
350 #define WINED3D_TO_STR(u) case u: return #u
351 WINED3D_TO_STR(GL_VERTEX_SHADER
);
352 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
353 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
354 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
355 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
356 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
357 #undef WINED3D_TO_STR
359 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
363 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
367 case WINED3D_SHADER_TYPE_VERTEX
:
370 case WINED3D_SHADER_TYPE_HULL
:
373 case WINED3D_SHADER_TYPE_DOMAIN
:
376 case WINED3D_SHADER_TYPE_GEOMETRY
:
379 case WINED3D_SHADER_TYPE_PIXEL
:
382 case WINED3D_SHADER_TYPE_COMPUTE
:
386 FIXME("Unhandled shader type %#x.\n", type
);
391 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
393 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
395 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
397 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
403 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
404 const struct wined3d_gl_info
*gl_info
)
406 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
409 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
413 wined3d_ftoa(values
[0], str
[0]);
414 wined3d_ftoa(values
[1], str
[1]);
415 wined3d_ftoa(values
[2], str
[2]);
416 wined3d_ftoa(values
[3], str
[3]);
417 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
420 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
421 const int *values
, unsigned int size
)
425 if (!size
|| size
> 4)
427 ERR("Invalid vector size %u.\n", size
);
432 shader_addline(buffer
, "ivec%u(", size
);
434 for (i
= 0; i
< size
; ++i
)
435 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
438 shader_addline(buffer
, ")");
441 static const char *get_info_log_line(const char **ptr
)
446 if (!(q
= strstr(p
, "\n")))
448 if (!*p
) return NULL
;
457 /* Context activation is done by the caller. */
458 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
463 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
467 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
469 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
471 /* A size of 1 is just a null-terminated string, so the log should be bigger than
472 * that if there are errors. */
475 const char *ptr
, *line
;
477 log
= HeapAlloc(GetProcessHeap(), 0, length
);
478 /* The info log is supposed to be zero-terminated, but at least some
479 * versions of fglrx don't terminate the string properly. The reported
480 * length does include the terminator, so explicitly set it to zero
484 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
486 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
489 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
491 WARN("Info log received from GLSL shader #%u:\n", id
);
492 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
496 FIXME("Info log received from GLSL shader #%u:\n", id
);
497 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
499 HeapFree(GetProcessHeap(), 0, log
);
503 /* Context activation is done by the caller. */
504 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
506 const char *ptr
, *line
;
508 TRACE("Compiling shader object %u.\n", shader
);
510 if (TRACE_ON(d3d_shader
))
513 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
516 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
517 checkGLcall("glShaderSource");
518 GL_EXTCALL(glCompileShader(shader
));
519 checkGLcall("glCompileShader");
520 print_glsl_info_log(gl_info
, shader
, FALSE
);
523 /* Context activation is done by the caller. */
524 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
526 GLint i
, shader_count
, source_size
= -1;
530 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
531 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
533 ERR("Failed to allocate shader array memory.\n");
537 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
538 for (i
= 0; i
< shader_count
; ++i
)
540 const char *ptr
, *line
;
543 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
545 if (source_size
< tmp
)
547 HeapFree(GetProcessHeap(), 0, source
);
549 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
552 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
553 HeapFree(GetProcessHeap(), 0, shaders
);
559 FIXME("Shader %u:\n", shaders
[i
]);
560 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
561 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
562 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
563 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
567 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
568 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
572 HeapFree(GetProcessHeap(), 0, source
);
573 HeapFree(GetProcessHeap(), 0, shaders
);
576 /* Context activation is done by the caller. */
577 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
581 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
584 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
587 FIXME("Program %u link status invalid.\n", program
);
588 shader_glsl_dump_program_source(gl_info
, program
);
591 print_glsl_info_log(gl_info
, program
, TRUE
);
594 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
596 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
597 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
599 return shader_glsl_get_version(gl_info
) >= 140;
602 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
604 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
607 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
608 struct shader_glsl_priv
*priv
, GLuint program_id
,
609 const struct wined3d_shader_reg_maps
*reg_maps
)
611 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
612 struct wined3d_string_buffer
*name
;
613 unsigned int i
, base
, count
;
616 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
619 name
= string_buffer_get(&priv
->string_buffers
);
620 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
621 for (i
= 0; i
< count
; ++i
)
623 if (!reg_maps
->cb_sizes
[i
])
626 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
627 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
628 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
630 checkGLcall("glUniformBlockBinding");
631 string_buffer_release(&priv
->string_buffers
, name
);
634 /* Context activation is done by the caller. */
635 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
636 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
637 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
639 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
640 unsigned int i
, mapped_unit
;
643 for (i
= 0; i
< count
; ++i
)
645 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
646 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
650 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
651 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
653 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
657 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
658 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
660 checkGLcall("Load sampler bindings");
661 string_buffer_release(&priv
->string_buffers
, sampler_name
);
664 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
665 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
667 const DWORD
*tex_unit_map
;
668 unsigned int base
, count
;
670 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
671 if (sampler_idx
>= count
)
672 return WINED3D_UNMAPPED_STAGE
;
674 return base
+ sampler_idx
;
675 return tex_unit_map
[base
+ sampler_idx
];
678 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
679 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
680 unsigned int sampler_idx
)
682 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
683 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
684 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
686 ERR("Unmapped sampler %u.\n", sampler_idx
);
689 /* Context activation is done by the caller. */
690 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
691 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
693 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
694 const struct wined3d_shader_version
*shader_version
;
695 const DWORD
*tex_unit_map
;
696 unsigned int base
, count
;
699 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
702 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
703 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
704 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
705 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
708 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
709 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
711 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
715 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
716 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
719 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
720 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
721 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
722 checkGLcall("Load immediate constant buffer");
724 string_buffer_release(&priv
->string_buffers
, icb_name
);
728 /* Context activation is done by the caller. */
729 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
730 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
732 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
733 struct wined3d_string_buffer
*name
;
737 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
740 name
= string_buffer_get(&priv
->string_buffers
);
741 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
743 if (!reg_maps
->uav_resource_info
[i
].type
)
746 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
747 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
751 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
752 GL_EXTCALL(glUniform1i(location
, i
));
754 checkGLcall("Load image bindings");
755 string_buffer_release(&priv
->string_buffers
, name
);
758 /* Context activation is done by the caller. */
759 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
760 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
762 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
764 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
765 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
766 /* Texture unit mapping is set up to be the same each time the shader
767 * program is used so we can hardcode the sampler uniform values. */
768 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
771 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
772 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
774 if (varyings
&& *strings
)
776 char *ptr
= *strings
;
778 varyings
[*varying_count
] = ptr
;
780 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
781 ptr
+= buffer
->content_size
+ 1;
786 *strings_length
+= buffer
->content_size
+ 1;
790 static void append_transform_feedback_skip_components(const char **varyings
,
791 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
792 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
796 for (j
= 0; j
< component_count
/ 4; ++j
)
798 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
799 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
801 if (component_count
% 4)
803 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
804 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
808 static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
809 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
810 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
812 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
815 highest_output_slot
= 0;
816 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
820 for (i
= 0; i
< so_desc
->element_count
; ++i
)
822 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
824 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
825 if (e
->output_slot
!= buffer_idx
)
830 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
834 stride
+= e
->component_count
;
836 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
838 append_transform_feedback_skip_components(varyings
, &count
,
839 &strings
, &length
, buffer
, e
->component_count
);
843 if (e
->component_idx
|| e
->component_count
!= 4)
845 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
847 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
848 append_transform_feedback_skip_components(varyings
, &count
,
849 &strings
, &length
, buffer
, e
->component_count
);
853 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
854 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
855 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
859 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", e
->register_idx
);
860 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
864 if (buffer_idx
< so_desc
->buffer_stride_count
865 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
867 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
868 append_transform_feedback_skip_components(varyings
, &count
,
869 &strings
, &length
, buffer
, component_count
);
872 if (highest_output_slot
<= buffer_idx
)
875 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
877 string_buffer_sprintf(buffer
, "gl_NextBuffer");
878 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
883 *varying_count
= count
;
885 *strings_length
= length
;
888 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
889 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
891 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
892 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
893 struct wined3d_string_buffer
*buffer
;
894 unsigned int i
, count
, length
;
895 const char **varyings
;
899 if (!so_desc
->element_count
)
902 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
904 mode
= GL_INTERLEAVED_ATTRIBS
;
908 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
910 for (i
= 0; i
< so_desc
->element_count
; ++i
)
912 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
914 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
917 ++element_count
[so_desc
->elements
[i
].output_slot
];
920 if (element_count
[0] == so_desc
->element_count
)
922 mode
= GL_INTERLEAVED_ATTRIBS
;
926 mode
= GL_SEPARATE_ATTRIBS
;
927 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
929 if (element_count
[i
] != 1)
932 for (; i
< ARRAY_SIZE(element_count
); ++i
)
934 if (element_count
[i
])
936 FIXME("Only single element per buffer is allowed in separate mode.\n");
943 buffer
= string_buffer_get(&priv
->string_buffers
);
945 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
);
947 if (!(varyings
= wined3d_calloc(count
, sizeof(*varyings
))))
949 ERR("Out of memory.\n");
950 string_buffer_release(&priv
->string_buffers
, buffer
);
953 if (!(strings
= wined3d_calloc(length
, sizeof(*strings
))))
955 ERR("Out of memory.\n");
956 HeapFree(GetProcessHeap(), 0, varyings
);
957 string_buffer_release(&priv
->string_buffers
, buffer
);
961 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
962 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
963 checkGLcall("glTransformFeedbackVaryings");
965 HeapFree(GetProcessHeap(), 0, varyings
);
966 HeapFree(GetProcessHeap(), 0, strings
);
967 string_buffer_release(&priv
->string_buffers
, buffer
);
970 /* Context activation is done by the caller. */
971 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
972 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
974 unsigned int start
= ~0U, end
= 0;
976 unsigned int heap_idx
= 1;
979 if (heap
->entries
[heap_idx
].version
<= version
) return;
981 idx
= heap
->entries
[heap_idx
].idx
;
982 if (constant_locations
[idx
] != -1)
984 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
986 while (stack_idx
>= 0)
988 /* Note that we fall through to the next case statement. */
989 switch(stack
[stack_idx
])
991 case HEAP_NODE_TRAVERSE_LEFT
:
993 unsigned int left_idx
= heap_idx
<< 1;
994 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
997 idx
= heap
->entries
[heap_idx
].idx
;
998 if (constant_locations
[idx
] != -1)
1006 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1007 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1012 case HEAP_NODE_TRAVERSE_RIGHT
:
1014 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1015 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1017 heap_idx
= right_idx
;
1018 idx
= heap
->entries
[heap_idx
].idx
;
1019 if (constant_locations
[idx
] != -1)
1027 stack
[stack_idx
++] = HEAP_NODE_POP
;
1028 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1040 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1041 checkGLcall("walk_constant_heap()");
1044 /* Context activation is done by the caller. */
1045 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1046 GLint location
, const struct wined3d_vec4
*data
)
1048 GLfloat clamped_constant
[4];
1050 if (location
== -1) return;
1052 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1053 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1054 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1055 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1057 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1060 /* Context activation is done by the caller. */
1061 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1062 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1063 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1066 unsigned int heap_idx
= 1;
1069 if (heap
->entries
[heap_idx
].version
<= version
) return;
1071 idx
= heap
->entries
[heap_idx
].idx
;
1072 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1073 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1075 while (stack_idx
>= 0)
1077 /* Note that we fall through to the next case statement. */
1078 switch(stack
[stack_idx
])
1080 case HEAP_NODE_TRAVERSE_LEFT
:
1082 unsigned int left_idx
= heap_idx
<< 1;
1083 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1085 heap_idx
= left_idx
;
1086 idx
= heap
->entries
[heap_idx
].idx
;
1087 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1089 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1090 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1095 case HEAP_NODE_TRAVERSE_RIGHT
:
1097 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1098 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1100 heap_idx
= right_idx
;
1101 idx
= heap
->entries
[heap_idx
].idx
;
1102 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1104 stack
[stack_idx
++] = HEAP_NODE_POP
;
1105 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1116 checkGLcall("walk_constant_heap_clamped()");
1119 /* Context activation is done by the caller. */
1120 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1121 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1122 unsigned char *stack
, unsigned int version
)
1124 const struct wined3d_shader_lconst
*lconst
;
1126 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1127 if (shader
->reg_maps
.shader_version
.major
== 1
1128 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1129 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1131 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1133 if (!shader
->load_local_constsF
)
1135 TRACE("No need to load local float constants for this shader.\n");
1139 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1140 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1142 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1144 checkGLcall("glUniform4fv()");
1147 /* Context activation is done by the caller. */
1148 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1149 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1154 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1156 if (!(constants_set
& 1)) continue;
1158 /* We found this uniform name in the program - go ahead and send the data */
1159 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1162 /* Load immediate constants */
1163 ptr
= list_head(&shader
->constantsI
);
1166 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1167 unsigned int idx
= lconst
->idx
;
1168 const GLint
*values
= (const GLint
*)lconst
->value
;
1170 /* We found this uniform name in the program - go ahead and send the data */
1171 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1172 ptr
= list_next(&shader
->constantsI
, ptr
);
1174 checkGLcall("glUniform4iv()");
1177 /* Context activation is done by the caller. */
1178 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1179 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1184 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1186 if (!(constants_set
& 1)) continue;
1188 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1191 /* Load immediate constants */
1192 ptr
= list_head(&shader
->constantsB
);
1195 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1196 unsigned int idx
= lconst
->idx
;
1197 const GLint
*values
= (const GLint
*)lconst
->value
;
1199 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1200 ptr
= list_next(&shader
->constantsB
, ptr
);
1202 checkGLcall("glUniform1iv()");
1205 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1207 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1210 /* Context activation is done by the caller (state handler). */
1211 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1212 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1218 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1219 UINT fixup
= ps
->np2_fixup_info
->active
;
1222 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1224 const struct wined3d_texture
*tex
= state
->textures
[i
];
1225 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1229 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1233 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1234 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1237 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1240 /* Taken and adapted from Mesa. */
1241 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1243 float pos
, neg
, t
, det
;
1244 struct wined3d_matrix temp
;
1246 /* Calculate the determinant of upper left 3x3 submatrix and
1247 * determine if the matrix is singular. */
1249 t
= in
->_11
* in
->_22
* in
->_33
;
1255 t
= in
->_21
* in
->_32
* in
->_13
;
1260 t
= in
->_31
* in
->_12
* in
->_23
;
1266 t
= -in
->_31
* in
->_22
* in
->_13
;
1271 t
= -in
->_21
* in
->_12
* in
->_33
;
1277 t
= -in
->_11
* in
->_32
* in
->_23
;
1285 if (fabsf(det
) < 1e-25f
)
1289 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1290 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1291 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1292 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1293 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1294 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1295 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1296 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1297 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1303 static void swap_rows(float **a
, float **b
)
1311 static BOOL
invert_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1314 float m0
, m1
, m2
, m3
, s
;
1315 float *r0
, *r1
, *r2
, *r3
;
1327 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1334 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1341 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1348 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1350 /* Choose pivot - or die. */
1351 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1352 swap_rows(&r3
, &r2
);
1353 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1354 swap_rows(&r2
, &r1
);
1355 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1356 swap_rows(&r1
, &r0
);
1360 /* Eliminate first variable. */
1361 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1362 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1363 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1364 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1394 /* Choose pivot - or die. */
1395 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1396 swap_rows(&r3
, &r2
);
1397 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1398 swap_rows(&r2
, &r1
);
1402 /* Eliminate second variable. */
1403 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1404 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1405 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1431 /* Choose pivot - or die. */
1432 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1433 swap_rows(&r3
, &r2
);
1437 /* Eliminate third variable. */
1439 r3
[3] -= m3
* r2
[3];
1440 r3
[4] -= m3
* r2
[4];
1441 r3
[5] -= m3
* r2
[5];
1442 r3
[6] -= m3
* r2
[6];
1443 r3
[7] -= m3
* r2
[7];
1449 /* Back substitute row 3. */
1456 /* Back substitute row 2. */
1459 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1460 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1461 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1462 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1464 r1
[4] -= r3
[4] * m1
;
1465 r1
[5] -= r3
[5] * m1
;
1466 r1
[6] -= r3
[6] * m1
;
1467 r1
[7] -= r3
[7] * m1
;
1469 r0
[4] -= r3
[4] * m0
;
1470 r0
[5] -= r3
[5] * m0
;
1471 r0
[6] -= r3
[6] * m0
;
1472 r0
[7] -= r3
[7] * m0
;
1474 /* Back substitute row 1. */
1477 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1478 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1479 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1480 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1482 r0
[4] -= r2
[4] * m0
;
1483 r0
[5] -= r2
[5] * m0
;
1484 r0
[6] -= r2
[6] * m0
;
1485 r0
[7] -= r2
[7] * m0
;
1487 /* Back substitute row 0. */
1490 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1491 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1492 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1493 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1515 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1517 struct wined3d_matrix temp
;
1520 for (i
= 0; i
< 4; ++i
)
1521 for (j
= 0; j
< 4; ++j
)
1522 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1527 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1528 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1530 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1532 struct wined3d_matrix mv
;
1535 if (prog
->vs
.normal_matrix_location
== -1)
1538 get_modelview_matrix(context
, state
, 0, &mv
);
1539 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1540 invert_matrix_3d(&mv
, &mv
);
1542 invert_matrix(&mv
, &mv
);
1543 /* Tests show that singular modelview matrices are used unchanged as normal
1544 * matrices on D3D3 and older. There seems to be no clearly consistent
1545 * behavior on newer D3D versions so always follow older ddraw behavior. */
1546 for (i
= 0; i
< 3; ++i
)
1547 for (j
= 0; j
< 3; ++j
)
1548 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1550 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1551 checkGLcall("glUniformMatrix3fv");
1554 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1555 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1557 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1558 struct wined3d_matrix mat
;
1560 if (tex
>= MAX_TEXTURES
)
1562 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1565 get_texture_matrix(context
, state
, tex
, &mat
);
1566 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1567 checkGLcall("glUniformMatrix4fv");
1570 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1571 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1573 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1575 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1577 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1578 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1582 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1584 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1586 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1587 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1588 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1589 checkGLcall("setting FFP material uniforms");
1592 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1593 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1595 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1596 struct wined3d_color color
;
1598 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1599 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1600 checkGLcall("glUniform3fv");
1603 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1604 const struct wined3d_matrix
*src2
)
1606 struct wined3d_vec4 temp
;
1608 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1609 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1610 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1611 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1616 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1617 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1618 struct glsl_shader_prog_link
*prog
)
1620 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1621 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1622 struct wined3d_vec4 vec4
;
1624 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1625 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1626 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1628 switch (light_info
->OriginalParms
.type
)
1630 case WINED3D_LIGHT_POINT
:
1631 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1632 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1633 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1634 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1635 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1636 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1639 case WINED3D_LIGHT_SPOT
:
1640 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1641 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1643 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1644 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1646 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1647 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1648 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1649 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1650 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1651 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1652 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1655 case WINED3D_LIGHT_DIRECTIONAL
:
1656 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1657 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1660 case WINED3D_LIGHT_PARALLELPOINT
:
1661 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1662 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1666 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1668 checkGLcall("setting FFP lights uniforms");
1671 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1672 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1674 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1678 get_pointsize_minmax(context
, state
, &min
, &max
);
1680 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1681 checkGLcall("glUniform1f");
1682 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1683 checkGLcall("glUniform1f");
1685 get_pointsize(context
, state
, &size
, att
);
1687 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1688 checkGLcall("glUniform1f");
1689 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1690 checkGLcall("glUniform1f");
1691 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1692 checkGLcall("glUniform1f");
1693 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1694 checkGLcall("glUniform1f");
1697 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1698 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1700 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1701 struct wined3d_color color
;
1702 float start
, end
, scale
;
1709 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1710 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1711 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1712 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1713 get_fog_start_end(context
, state
, &start
, &end
);
1714 scale
= 1.0f
/ (end
- start
);
1715 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1716 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1717 checkGLcall("fog emulation uniforms");
1720 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1721 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1723 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1724 struct wined3d_matrix matrix
;
1725 struct wined3d_vec4 plane
;
1727 plane
= state
->clip_planes
[index
];
1729 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1732 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1733 transpose_matrix(&matrix
, &matrix
);
1734 multiply_vector_matrix(&plane
, &plane
, &matrix
);
1737 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1740 /* Context activation is done by the caller (state handler). */
1741 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1742 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1744 struct wined3d_color float_key
[2];
1745 const struct wined3d_texture
*texture
= state
->textures
[0];
1747 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1748 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1751 /* Context activation is done by the caller (state handler). */
1752 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1753 const struct wined3d_state
*state
)
1755 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1756 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1757 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1758 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1759 struct shader_glsl_priv
*priv
= shader_priv
;
1760 float position_fixup
[4];
1763 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1764 UINT constant_version
;
1768 /* No GLSL program set - nothing to do. */
1771 constant_version
= prog
->constant_version
;
1772 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1774 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1775 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1776 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1778 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1779 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1780 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1782 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1783 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1784 vshader
->reg_maps
.boolean_constants
);
1786 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1788 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1789 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1792 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1793 shader_glsl_pointsize_uniform(context
, state
, prog
);
1795 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1797 shader_get_position_fixup(context
, state
, position_fixup
);
1798 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1799 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1800 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1801 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1803 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1804 checkGLcall("glUniform4fv");
1807 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1809 struct wined3d_matrix mat
;
1811 get_modelview_matrix(context
, state
, 0, &mat
);
1812 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1813 checkGLcall("glUniformMatrix4fv");
1815 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1818 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1820 struct wined3d_matrix mat
;
1822 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1824 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1827 get_modelview_matrix(context
, state
, i
, &mat
);
1828 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1829 checkGLcall("glUniformMatrix4fv");
1833 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1835 struct wined3d_matrix projection
;
1837 get_projection_matrix(context
, state
, &projection
);
1838 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1839 checkGLcall("glUniformMatrix4fv");
1842 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1844 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1845 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1848 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1849 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1851 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1853 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1854 DWORD point_count
= 0;
1855 DWORD spot_count
= 0;
1856 DWORD directional_count
= 0;
1857 DWORD parallel_point_count
= 0;
1859 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1861 if (!state
->lights
[i
])
1864 switch (state
->lights
[i
]->OriginalParms
.type
)
1866 case WINED3D_LIGHT_POINT
:
1869 case WINED3D_LIGHT_SPOT
:
1872 case WINED3D_LIGHT_DIRECTIONAL
:
1873 ++directional_count
;
1875 case WINED3D_LIGHT_PARALLELPOINT
:
1876 ++parallel_point_count
;
1879 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1884 spot_idx
= point_idx
+ point_count
;
1885 directional_idx
= spot_idx
+ spot_count
;
1886 parallel_point_idx
= directional_idx
+ directional_count
;
1888 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1889 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1891 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1897 switch (light_info
->OriginalParms
.type
)
1899 case WINED3D_LIGHT_POINT
:
1902 case WINED3D_LIGHT_SPOT
:
1905 case WINED3D_LIGHT_DIRECTIONAL
:
1906 idx
= directional_idx
++;
1908 case WINED3D_LIGHT_PARALLELPOINT
:
1909 idx
= parallel_point_idx
++;
1912 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1915 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1919 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1920 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1921 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1923 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1924 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1925 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1927 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1928 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1929 pshader
->reg_maps
.boolean_constants
);
1931 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1933 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1935 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1938 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1939 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1941 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1943 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1944 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1945 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1946 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1950 checkGLcall("bump env uniforms");
1953 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1955 const struct wined3d_vec4 correction_params
=
1957 /* Position is relative to the framebuffer, not the viewport. */
1958 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1959 context
->render_offscreen
? 1.0f
: -1.0f
,
1964 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1967 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1968 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1969 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1970 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1972 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1974 struct wined3d_color color
;
1976 if (prog
->ps
.tex_factor_location
!= -1)
1978 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1979 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1982 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1983 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1985 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1987 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1989 if (prog
->ps
.tss_constant_location
[i
] == -1)
1992 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1993 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1996 checkGLcall("fixed function uniforms");
1999 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
2000 shader_glsl_load_fog_uniform(context
, state
, prog
);
2002 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
2004 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
2006 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
2007 checkGLcall("alpha test emulation uniform");
2010 if (priv
->next_constant_version
== UINT_MAX
)
2012 TRACE("Max constant version reached, resetting to 0.\n");
2013 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
2014 priv
->next_constant_version
= 1;
2018 prog
->constant_version
= priv
->next_constant_version
++;
2022 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
2024 struct constant_entry
*entries
= heap
->entries
;
2025 unsigned int *positions
= heap
->positions
;
2026 unsigned int heap_idx
, parent_idx
;
2028 if (!heap
->contained
[idx
])
2030 heap_idx
= heap
->size
++;
2031 heap
->contained
[idx
] = TRUE
;
2035 heap_idx
= positions
[idx
];
2038 while (heap_idx
> 1)
2040 parent_idx
= heap_idx
>> 1;
2042 if (new_version
<= entries
[parent_idx
].version
) break;
2044 entries
[heap_idx
] = entries
[parent_idx
];
2045 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2046 heap_idx
= parent_idx
;
2049 entries
[heap_idx
].version
= new_version
;
2050 entries
[heap_idx
].idx
= idx
;
2051 positions
[idx
] = heap_idx
;
2054 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2056 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2057 struct constant_heap
*heap
= &priv
->vconst_heap
;
2060 for (i
= start
; i
< count
+ start
; ++i
)
2062 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2066 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2068 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2069 struct constant_heap
*heap
= &priv
->pconst_heap
;
2072 for (i
= start
; i
< count
+ start
; ++i
)
2074 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2078 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2080 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2081 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2082 if(shader_major
> 3) return ret
;
2084 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2085 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2089 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2091 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2094 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2096 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2097 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2100 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2102 return shader_glsl_get_version(gl_info
) >= 150;
2105 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2107 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2110 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2111 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2116 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2117 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2120 va_start(args
, format
);
2121 ret
= shader_vaddline(buffer
, format
, args
);
2125 if (!string_buffer_resize(buffer
, ret
))
2130 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2131 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2136 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2137 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2140 va_start(args
, format
);
2141 ret
= shader_vaddline(buffer
, format
, args
);
2145 if (!string_buffer_resize(buffer
, ret
))
2150 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2152 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2155 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2157 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2160 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2164 case WINED3DSIM_CONSTANT
:
2166 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2167 return "noperspective";
2169 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2170 case WINED3DSIM_NONE
:
2171 case WINED3DSIM_LINEAR
:
2176 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2177 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
2179 return wined3d_extract_bits(packed_interpolation_mode
,
2180 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2183 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2184 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2185 const DWORD
*interpolation_mode
, BOOL unroll
)
2187 enum wined3d_shader_interpolation_mode mode
;
2190 if (shader_glsl_use_interface_blocks(gl_info
))
2194 shader_addline(buffer
, "in shader_in_out {\n");
2195 for (i
= 0; i
< element_count
; ++i
)
2197 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2198 shader_addline(buffer
, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2200 shader_addline(buffer
, "} shader_in;\n");
2204 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2209 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2213 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2214 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2215 const DWORD
*interpolation_mode
)
2217 enum wined3d_shader_interpolation_mode mode
;
2220 if (shader_glsl_use_interface_blocks(gl_info
))
2222 if (rasterizer_setup
)
2224 shader_addline(buffer
, "out shader_in_out {\n");
2225 for (i
= 0; i
< element_count
; ++i
)
2227 const char *interpolation_qualifiers
= "";
2228 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2230 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2231 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2233 shader_addline(buffer
, "%s vec4 reg%u;\n", interpolation_qualifiers
, i
);
2235 shader_addline(buffer
, "} shader_out;\n");
2239 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2244 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2248 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2250 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2253 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2255 switch (primitive_type
)
2257 case WINED3D_PT_POINTLIST
:
2260 case WINED3D_PT_LINELIST
:
2263 case WINED3D_PT_LINESTRIP
:
2264 return "line_strip";
2266 case WINED3D_PT_TRIANGLELIST
:
2269 case WINED3D_PT_TRIANGLESTRIP
:
2270 return "triangle_strip";
2272 case WINED3D_PT_LINELIST_ADJ
:
2273 return "lines_adjacency";
2275 case WINED3D_PT_TRIANGLELIST_ADJ
:
2276 return "triangles_adjacency";
2279 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2284 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2286 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2287 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2288 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2291 if (reg_maps
->shader_version
.major
< 3)
2292 return input_reg_used
& (1u << idx
);
2294 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2296 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2298 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2301 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2302 && input
->semantic_idx
== idx
)
2303 return input_reg_used
& (1u << input
->register_idx
);
2308 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2309 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2311 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2313 if (version
->major
>= 4)
2314 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2316 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2319 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2320 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2323 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2324 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2325 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2326 index
, scalar_type
, scalar_type
, index
);
2329 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2330 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2332 unsigned int index
= e
->register_idx
;
2334 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2336 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2340 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2342 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2346 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2347 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2349 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2350 shader_addline(buffer
, "layout(location = %u) ", index
);
2352 switch (e
->component_type
)
2354 case WINED3D_TYPE_UINT
:
2355 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
2357 case WINED3D_TYPE_INT
:
2358 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
2362 FIXME("Unhandled type %#x.\n", e
->component_type
);
2364 case WINED3D_TYPE_UNKNOWN
:
2365 case WINED3D_TYPE_FLOAT
:
2366 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2371 /** Generate the variable & register declarations for the GLSL output target */
2372 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2373 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2374 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2376 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2377 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2378 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2379 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2380 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2381 unsigned int uniform_block_base
, uniform_block_count
;
2382 const struct wined3d_shader_lconst
*lconst
;
2387 prefix
= shader_glsl_get_prefix(version
->type
);
2389 /* Prototype the subroutines */
2390 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2392 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2395 /* Declare the constants (aka uniforms) */
2396 if (shader
->limits
->constant_float
> 0)
2398 unsigned max_constantsF
;
2400 /* Unless the shader uses indirect addressing, always declare the
2401 * maximum array size and ignore that we need some uniforms privately.
2402 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2403 * and immediate values, still declare VC[256]. If the shader needs
2404 * more uniforms than we have it won't work in any case. If it uses
2405 * less, the compiler will figure out which uniforms are really used
2406 * and strip them out. This allows a shader to use c255 on a dx9 card,
2407 * as long as it doesn't also use all the other constants.
2409 * If the shader uses indirect addressing the compiler must assume
2410 * that all declared uniforms are used. In this case, declare only the
2411 * amount that we're assured to have.
2413 * Thus we run into problems in these two cases:
2414 * 1) The shader really uses more uniforms than supported.
2415 * 2) The shader uses indirect addressing, less constants than
2416 * supported, but uses a constant index > #supported consts. */
2417 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2419 /* No indirect addressing here. */
2420 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2424 if (reg_maps
->usesrelconstF
)
2426 /* Subtract the other potential uniforms from the max
2427 * available (bools, ints, and 1 row of projection matrix).
2428 * Subtract another uniform for immediate values, which have
2429 * to be loaded via uniform by the driver as well. The shader
2430 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2431 * shader code, so one vec4 should be enough. (Unfortunately
2432 * the Nvidia driver doesn't store 128 and -128 in one float).
2434 * Writing gl_ClipVertex requires one uniform for each
2435 * clipplane as well. */
2436 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2437 if (vs_args
->clip_enabled
)
2438 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2439 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2440 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2441 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2442 * for now take this into account when calculating the number of available constants
2444 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2445 /* Set by driver quirks in directx.c */
2446 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2448 if (max_constantsF
< shader
->limits
->constant_float
)
2450 static unsigned int once
;
2453 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2454 " it may not render correctly.\n");
2456 WARN("The hardware does not support enough uniform components to run this shader.\n");
2461 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2464 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2465 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2468 /* Always declare the full set of constants, the compiler can remove the
2469 * unused ones because d3d doesn't (yet) support indirect int and bool
2470 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2471 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2472 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2474 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2475 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2477 /* Declare immediate constant buffer */
2479 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2481 /* Declare constant buffers */
2482 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2483 &uniform_block_base
, &uniform_block_count
);
2484 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2486 if (reg_maps
->cb_sizes
[i
])
2488 shader_addline(buffer
, "layout(std140");
2489 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2490 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2491 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2492 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2496 /* Declare texture samplers */
2497 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2499 struct wined3d_shader_sampler_map_entry
*entry
;
2500 const char *sampler_type_prefix
, *sampler_type
;
2501 BOOL shadow_sampler
, tex_rect
;
2503 entry
= ®_maps
->sampler_map
.entries
[i
];
2505 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2507 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2511 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2513 case WINED3D_DATA_FLOAT
:
2514 case WINED3D_DATA_UNORM
:
2515 case WINED3D_DATA_SNORM
:
2516 sampler_type_prefix
= "";
2519 case WINED3D_DATA_INT
:
2520 sampler_type_prefix
= "i";
2523 case WINED3D_DATA_UINT
:
2524 sampler_type_prefix
= "u";
2528 sampler_type_prefix
= "";
2529 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2533 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2534 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2536 case WINED3D_SHADER_RESOURCE_BUFFER
:
2537 sampler_type
= "samplerBuffer";
2540 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2542 sampler_type
= "sampler1DShadow";
2544 sampler_type
= "sampler1D";
2547 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2548 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2549 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2550 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2554 sampler_type
= "sampler2DRectShadow";
2556 sampler_type
= "sampler2DShadow";
2561 sampler_type
= "sampler2DRect";
2563 sampler_type
= "sampler2D";
2567 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2569 FIXME("Unsupported 3D shadow sampler.\n");
2570 sampler_type
= "sampler3D";
2573 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2575 sampler_type
= "samplerCubeShadow";
2577 sampler_type
= "samplerCube";
2580 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2582 sampler_type
= "sampler2DArrayShadow";
2584 sampler_type
= "sampler2DArray";
2587 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2589 sampler_type
= "samplerCubeArrayShadow";
2591 sampler_type
= "samplerCubeArray";
2595 sampler_type
= "unsupported_sampler";
2596 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2600 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2601 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2602 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2603 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2606 /* Declare images */
2607 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2609 const char *image_type_prefix
, *image_type
, *read_format
;
2611 if (!reg_maps
->uav_resource_info
[i
].type
)
2614 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2616 case WINED3D_DATA_FLOAT
:
2617 case WINED3D_DATA_UNORM
:
2618 case WINED3D_DATA_SNORM
:
2619 image_type_prefix
= "";
2620 read_format
= "r32f";
2623 case WINED3D_DATA_INT
:
2624 image_type_prefix
= "i";
2625 read_format
= "r32i";
2628 case WINED3D_DATA_UINT
:
2629 image_type_prefix
= "u";
2630 read_format
= "r32ui";
2634 image_type_prefix
= "";
2636 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2640 switch (reg_maps
->uav_resource_info
[i
].type
)
2642 case WINED3D_SHADER_RESOURCE_BUFFER
:
2643 image_type
= "imageBuffer";
2646 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2647 image_type
= "image2D";
2650 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2651 image_type
= "image3D";
2654 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2655 image_type
= "image2DArray";
2659 image_type
= "unsupported_image";
2660 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2664 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2665 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2666 if (reg_maps
->uav_read_mask
& (1u << i
))
2667 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2668 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2670 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2671 image_type_prefix
, image_type
, prefix
, i
);
2673 if (reg_maps
->uav_counter_mask
& (1u << i
))
2674 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2678 /* Declare address variables */
2679 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2681 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2684 /* Declare output register temporaries */
2685 if (shader
->limits
->packed_output
)
2686 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2688 /* Declare temporary variables */
2689 if (reg_maps
->temporary_count
)
2691 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2692 shader_addline(buffer
, "vec4 R%u;\n", i
);
2694 else if (version
->major
< 4)
2696 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2699 shader_addline(buffer
, "vec4 R%u;\n", i
);
2703 /* Declare indexable temporary variables */
2704 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2706 if (idx_temp_reg
->component_count
!= 4)
2707 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2708 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2711 /* Declare loop registers aLx */
2712 if (version
->major
< 4)
2714 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2716 shader_addline(buffer
, "int aL%u;\n", i
);
2717 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2721 /* Temporary variables for matrix operations */
2722 shader_addline(buffer
, "vec4 tmp0;\n");
2723 shader_addline(buffer
, "vec4 tmp1;\n");
2725 if (!shader
->load_local_constsF
)
2727 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2729 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2730 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2731 shader_addline(buffer
, ";\n");
2737 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2738 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2740 /** Used for opcode modifiers - They multiply the result by the specified amount */
2741 static const char * const shift_glsl_tab
[] = {
2743 "2.0 * ", /* 1 (x2) */
2744 "4.0 * ", /* 2 (x4) */
2745 "8.0 * ", /* 3 (x8) */
2746 "16.0 * ", /* 4 (x16) */
2747 "32.0 * ", /* 5 (x32) */
2754 "0.0625 * ", /* 12 (d16) */
2755 "0.125 * ", /* 13 (d8) */
2756 "0.25 * ", /* 14 (d4) */
2757 "0.5 * " /* 15 (d2) */
2760 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2761 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2762 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2764 switch (src_modifier
)
2766 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2767 case WINED3DSPSM_DW
:
2768 case WINED3DSPSM_NONE
:
2769 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2771 case WINED3DSPSM_NEG
:
2772 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2774 case WINED3DSPSM_NOT
:
2775 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2777 case WINED3DSPSM_BIAS
:
2778 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2780 case WINED3DSPSM_BIASNEG
:
2781 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2783 case WINED3DSPSM_SIGN
:
2784 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2786 case WINED3DSPSM_SIGNNEG
:
2787 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2789 case WINED3DSPSM_COMP
:
2790 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2792 case WINED3DSPSM_X2
:
2793 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2795 case WINED3DSPSM_X2NEG
:
2796 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2798 case WINED3DSPSM_ABS
:
2799 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2801 case WINED3DSPSM_ABSNEG
:
2802 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2805 FIXME("Unhandled modifier %u\n", src_modifier
);
2806 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2810 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2811 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2813 /* The ARB_shading_language_420pack extension allows swizzle operations on
2815 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2816 sprintf(register_name
, "%s", glsl_variable
);
2818 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2821 /** Writes the GLSL variable name that corresponds to the register that the
2822 * DX opcode parameter is trying to access */
2823 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2824 enum wined3d_data_type data_type
, char *register_name
, BOOL
*is_color
,
2825 const struct wined3d_shader_instruction
*ins
)
2827 /* oPos, oFog and oPts in D3D */
2828 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2830 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2831 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2832 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2833 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2834 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2835 struct glsl_src_param rel_param0
, rel_param1
;
2836 char imm_str
[4][17];
2838 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2839 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2840 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2841 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2846 case WINED3DSPR_TEMP
:
2847 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2850 case WINED3DSPR_INPUT
:
2851 case WINED3DSPR_INCONTROLPOINT
:
2852 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2854 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2856 if (reg
->idx
[0].rel_addr
)
2857 FIXME("VS3 input registers relative addressing.\n");
2858 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2860 if (reg
->idx
[0].rel_addr
)
2862 sprintf(register_name
, "%s_in[%s + %u]",
2863 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2867 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2872 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2873 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2874 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2876 if (reg
->idx
[0].rel_addr
)
2878 if (reg
->idx
[1].rel_addr
)
2879 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2880 rel_param0
.param_str
, reg
->idx
[0].offset
,
2881 rel_param1
.param_str
, reg
->idx
[1].offset
);
2883 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2884 rel_param0
.param_str
, reg
->idx
[0].offset
,
2885 reg
->idx
[1].offset
);
2887 else if (reg
->idx
[1].rel_addr
)
2888 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2889 rel_param1
.param_str
, reg
->idx
[1].offset
);
2891 sprintf(register_name
, "shader_in[%u].reg[%u]",
2892 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2896 /* pixel shaders >= 3.0 */
2897 if (version
->major
>= 3)
2899 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2900 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2902 if (reg
->idx
[0].rel_addr
)
2904 /* Removing a + 0 would be an obvious optimization, but
2905 * OS X doesn't see the NOP operation there. */
2908 if (needs_legacy_glsl_syntax(gl_info
)
2909 && shader
->u
.ps
.declared_in_count
> in_count
)
2911 sprintf(register_name
,
2912 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2913 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2914 prefix
, rel_param0
.param_str
, idx
);
2918 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2923 if (needs_legacy_glsl_syntax(gl_info
)
2924 && shader
->u
.ps
.declared_in_count
> in_count
)
2926 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2927 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2928 prefix
, rel_param0
.param_str
);
2932 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2938 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2939 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2940 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2945 if (!reg
->idx
[0].offset
)
2946 strcpy(register_name
, "ffp_varying_diffuse");
2948 strcpy(register_name
, "ffp_varying_specular");
2953 case WINED3DSPR_CONST
:
2955 /* Relative addressing */
2956 if (reg
->idx
[0].rel_addr
)
2958 if (wined3d_settings
.check_float_constants
)
2959 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2960 rel_param0
.param_str
, reg
->idx
[0].offset
,
2961 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2962 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2963 else if (reg
->idx
[0].offset
)
2964 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2966 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2970 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2971 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2973 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2978 case WINED3DSPR_CONSTINT
:
2979 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2982 case WINED3DSPR_CONSTBOOL
:
2983 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2986 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2987 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2988 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2990 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2993 case WINED3DSPR_LOOP
:
2994 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2997 case WINED3DSPR_SAMPLER
:
2998 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
3001 case WINED3DSPR_COLOROUT
:
3002 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
3003 WARN("Write to render target %u, only %d supported.\n",
3004 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
3006 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
3009 case WINED3DSPR_RASTOUT
:
3010 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
3013 case WINED3DSPR_DEPTHOUT
:
3014 case WINED3DSPR_DEPTHOUTGE
:
3015 case WINED3DSPR_DEPTHOUTLE
:
3016 sprintf(register_name
, "gl_FragDepth");
3019 case WINED3DSPR_ATTROUT
:
3020 if (!reg
->idx
[0].offset
)
3021 sprintf(register_name
, "%s_out[8]", prefix
);
3023 sprintf(register_name
, "%s_out[9]", prefix
);
3026 case WINED3DSPR_TEXCRDOUT
:
3027 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
3028 if (reg
->idx
[0].rel_addr
)
3029 sprintf(register_name
, "%s_out[%s + %u]",
3030 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3032 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
3035 case WINED3DSPR_MISCTYPE
:
3036 if (!reg
->idx
[0].offset
)
3039 sprintf(register_name
, "vpos");
3041 else if (reg
->idx
[0].offset
== 1)
3043 /* Note that gl_FrontFacing is a bool, while vFace is
3044 * a float for which the sign determines front/back */
3045 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3049 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3050 sprintf(register_name
, "unrecognized_register");
3054 case WINED3DSPR_IMMCONST
:
3055 switch (reg
->immconst_type
)
3057 case WINED3D_IMMCONST_SCALAR
:
3060 case WINED3D_DATA_FLOAT
:
3061 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3062 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
3064 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
3066 case WINED3D_DATA_INT
:
3067 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3069 case WINED3D_DATA_RESOURCE
:
3070 case WINED3D_DATA_SAMPLER
:
3071 case WINED3D_DATA_UINT
:
3072 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3075 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3080 case WINED3D_IMMCONST_VEC4
:
3083 case WINED3D_DATA_FLOAT
:
3084 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3086 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
3087 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3088 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3092 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
3093 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
3094 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
3095 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
3096 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
3097 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
3100 case WINED3D_DATA_INT
:
3101 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3102 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3103 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3105 case WINED3D_DATA_RESOURCE
:
3106 case WINED3D_DATA_SAMPLER
:
3107 case WINED3D_DATA_UINT
:
3108 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3109 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3110 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3113 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3119 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3120 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3124 case WINED3DSPR_CONSTBUFFER
:
3125 if (reg
->idx
[1].rel_addr
)
3126 sprintf(register_name
, "%s_cb%u[%s + %u]",
3127 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3129 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3132 case WINED3DSPR_IMMCONSTBUFFER
:
3133 if (reg
->idx
[0].rel_addr
)
3134 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3136 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3139 case WINED3DSPR_PRIMID
:
3140 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3141 sprintf(register_name
, "gl_PrimitiveIDIn");
3143 sprintf(register_name
, "gl_PrimitiveID");
3146 case WINED3DSPR_IDXTEMP
:
3147 if (reg
->idx
[1].rel_addr
)
3148 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3150 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3153 case WINED3DSPR_LOCALTHREADINDEX
:
3154 shader_glsl_fixup_scalar_register_variable(register_name
,
3155 "int(gl_LocalInvocationIndex)", gl_info
);
3158 case WINED3DSPR_GSINSTID
:
3159 case WINED3DSPR_OUTPOINTID
:
3160 shader_glsl_fixup_scalar_register_variable(register_name
,
3161 "gl_InvocationID", gl_info
);
3164 case WINED3DSPR_THREADID
:
3165 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3168 case WINED3DSPR_THREADGROUPID
:
3169 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3172 case WINED3DSPR_LOCALTHREADID
:
3173 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3176 case WINED3DSPR_FORKINSTID
:
3177 case WINED3DSPR_JOININSTID
:
3178 shader_glsl_fixup_scalar_register_variable(register_name
,
3179 "phase_instance_id", gl_info
);
3182 case WINED3DSPR_TESSCOORD
:
3183 sprintf(register_name
, "gl_TessCoord");
3186 case WINED3DSPR_OUTCONTROLPOINT
:
3187 if (reg
->idx
[0].rel_addr
)
3189 if (reg
->idx
[1].rel_addr
)
3190 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3191 rel_param0
.param_str
, reg
->idx
[0].offset
,
3192 rel_param1
.param_str
, reg
->idx
[1].offset
);
3194 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3195 rel_param0
.param_str
, reg
->idx
[0].offset
,
3196 reg
->idx
[1].offset
);
3198 else if (reg
->idx
[1].rel_addr
)
3200 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3201 reg
->idx
[0].offset
, rel_param1
.param_str
,
3202 reg
->idx
[1].offset
);
3206 sprintf(register_name
, "shader_out[%u].reg[%u]",
3207 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3211 case WINED3DSPR_PATCHCONST
:
3212 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3213 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3215 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3219 FIXME("Unhandled register type %#x.\n", reg
->type
);
3220 sprintf(register_name
, "unrecognized_register");
3225 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3228 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3229 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3230 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3231 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3235 /* Get the GLSL write mask for the destination register */
3236 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3238 DWORD mask
= param
->write_mask
;
3240 if (shader_is_scalar(¶m
->reg
))
3242 mask
= WINED3DSP_WRITEMASK_0
;
3247 shader_glsl_write_mask_to_str(mask
, write_mask
);
3253 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3255 unsigned int size
= 0;
3257 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3258 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3259 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3260 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3265 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3266 unsigned int component_idx
)
3268 /* swizzle bits fields: wwzzyyxx */
3269 return (swizzle
>> (2 * component_idx
)) & 0x3;
3272 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3274 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3275 * but addressed as "rgba". To fix this we need to swap the register's x
3276 * and z components. */
3277 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3281 for (i
= 0; i
< 4; ++i
)
3283 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3284 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3289 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3290 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3292 if (shader_is_scalar(¶m
->reg
))
3293 *swizzle_str
= '\0';
3295 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3298 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3299 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3301 if (dst_data_type
== src_data_type
)
3303 string_buffer_sprintf(dst_param
, "%s", src_param
);
3307 if (src_data_type
== WINED3D_DATA_FLOAT
)
3309 switch (dst_data_type
)
3311 case WINED3D_DATA_INT
:
3312 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3314 case WINED3D_DATA_RESOURCE
:
3315 case WINED3D_DATA_SAMPLER
:
3316 case WINED3D_DATA_UINT
:
3317 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3324 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3326 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3330 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3332 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3336 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3337 string_buffer_sprintf(dst_param
, "%s", src_param
);
3340 /* From a given parameter token, generate the corresponding GLSL string.
3341 * Also, return the actual register name and swizzle in case the
3342 * caller needs this information as well. */
3343 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3344 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3345 enum wined3d_data_type data_type
)
3347 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3348 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3349 enum wined3d_data_type param_data_type
;
3350 BOOL is_color
= FALSE
;
3351 char swizzle_str
[6];
3353 glsl_src
->reg_name
[0] = '\0';
3354 glsl_src
->param_str
[0] = '\0';
3355 swizzle_str
[0] = '\0';
3357 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, glsl_src
->reg_name
, &is_color
, ins
);
3358 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3360 switch (wined3d_src
->reg
.type
)
3362 case WINED3DSPR_IMMCONST
:
3363 param_data_type
= data_type
;
3365 case WINED3DSPR_FORKINSTID
:
3366 case WINED3DSPR_GSINSTID
:
3367 case WINED3DSPR_JOININSTID
:
3368 case WINED3DSPR_LOCALTHREADID
:
3369 case WINED3DSPR_LOCALTHREADINDEX
:
3370 case WINED3DSPR_OUTPOINTID
:
3371 case WINED3DSPR_PRIMID
:
3372 case WINED3DSPR_THREADGROUPID
:
3373 case WINED3DSPR_THREADID
:
3374 param_data_type
= WINED3D_DATA_INT
;
3377 param_data_type
= WINED3D_DATA_FLOAT
;
3381 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3382 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3384 string_buffer_release(priv
->string_buffers
, reg_name
);
3387 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3388 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3390 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3393 /* From a given parameter token, generate the corresponding GLSL string.
3394 * Also, return the actual register name and swizzle in case the
3395 * caller needs this information as well. */
3396 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3397 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3399 BOOL is_color
= FALSE
;
3401 glsl_dst
->mask_str
[0] = '\0';
3402 glsl_dst
->reg_name
[0] = '\0';
3404 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
,
3405 glsl_dst
->reg_name
, &is_color
, ins
);
3406 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3409 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3410 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3411 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3412 enum wined3d_data_type data_type
)
3414 struct glsl_dst_param glsl_dst
;
3417 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3421 case WINED3D_DATA_FLOAT
:
3422 shader_addline(buffer
, "%s%s = %s(",
3423 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3425 case WINED3D_DATA_INT
:
3426 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3427 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3429 case WINED3D_DATA_RESOURCE
:
3430 case WINED3D_DATA_SAMPLER
:
3431 case WINED3D_DATA_UINT
:
3432 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3433 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3436 FIXME("Unhandled data type %#x.\n", data_type
);
3437 shader_addline(buffer
, "%s%s = %s(",
3438 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3446 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3447 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3449 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3452 /** Process GLSL instruction modifiers */
3453 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3455 struct glsl_dst_param dst_param
;
3458 if (!ins
->dst_count
) return;
3460 modifiers
= ins
->dst
[0].modifiers
;
3461 if (!modifiers
) return;
3463 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3465 if (modifiers
& WINED3DSPDM_SATURATE
)
3467 /* _SAT means to clamp the value of the register to between 0 and 1 */
3468 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3469 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3472 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3474 FIXME("_centroid modifier not handled\n");
3477 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3479 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3483 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3487 case WINED3D_SHADER_REL_OP_GT
: return ">";
3488 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3489 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3490 case WINED3D_SHADER_REL_OP_LT
: return "<";
3491 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3492 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3494 FIXME("Unrecognized operator %#x.\n", op
);
3499 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3501 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3504 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3505 unsigned int *coord_size
, unsigned int *deriv_size
)
3507 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3508 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3510 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3511 *deriv_size
= *coord_size
;
3516 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3517 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3519 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3520 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3521 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3522 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3523 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3524 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3525 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3526 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3527 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3528 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3529 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3530 const char *base
= "texture", *type_part
= "", *suffix
= "";
3531 unsigned int coord_size
, deriv_size
;
3533 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3535 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3537 ERR("Unexpected resource type %#x.\n", resource_type
);
3538 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3541 /* Note that there's no such thing as a projected cube texture. */
3542 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3545 if (needs_legacy_glsl_syntax(gl_info
))
3550 type_part
= resource_type_info
[resource_type
].type_part
;
3551 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3552 type_part
= "2DRect";
3553 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3554 FIXME("Unhandled resource type %#x.\n", resource_type
);
3556 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3558 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3561 FIXME("Unsupported grad function.\n");
3565 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3567 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3568 if (flags
& ~texel_fetch_flags
)
3569 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3571 base
= "texelFetch";
3575 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3576 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3577 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3579 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3582 sample_function
->offset_size
= offset
? deriv_size
: 0;
3583 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3584 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3585 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3588 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3589 struct glsl_sample_function
*sample_function
)
3591 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3593 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3596 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3597 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3599 switch(channel_source
)
3601 case CHANNEL_SOURCE_ZERO
:
3602 strcat(arguments
, "0.0");
3605 case CHANNEL_SOURCE_ONE
:
3606 strcat(arguments
, "1.0");
3609 case CHANNEL_SOURCE_X
:
3610 strcat(arguments
, reg_name
);
3611 strcat(arguments
, ".x");
3614 case CHANNEL_SOURCE_Y
:
3615 strcat(arguments
, reg_name
);
3616 strcat(arguments
, ".y");
3619 case CHANNEL_SOURCE_Z
:
3620 strcat(arguments
, reg_name
);
3621 strcat(arguments
, ".z");
3624 case CHANNEL_SOURCE_W
:
3625 strcat(arguments
, reg_name
);
3626 strcat(arguments
, ".w");
3630 FIXME("Unhandled channel source %#x\n", channel_source
);
3631 strcat(arguments
, "undefined");
3635 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3638 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3639 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3641 unsigned int mask_size
, remaining
;
3642 DWORD fixup_mask
= 0;
3643 char arguments
[256];
3646 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3647 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3648 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3649 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3650 if (!(mask
&= fixup_mask
))
3653 if (is_complex_fixup(fixup
))
3655 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3656 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3660 shader_glsl_write_mask_to_str(mask
, mask_str
);
3661 mask_size
= shader_glsl_get_write_mask_size(mask
);
3663 arguments
[0] = '\0';
3664 remaining
= mask_size
;
3665 if (mask
& WINED3DSP_WRITEMASK_0
)
3667 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3668 if (--remaining
) strcat(arguments
, ", ");
3670 if (mask
& WINED3DSP_WRITEMASK_1
)
3672 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3673 if (--remaining
) strcat(arguments
, ", ");
3675 if (mask
& WINED3DSP_WRITEMASK_2
)
3677 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3678 if (--remaining
) strcat(arguments
, ", ");
3680 if (mask
& WINED3DSP_WRITEMASK_3
)
3682 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3683 if (--remaining
) strcat(arguments
, ", ");
3687 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3689 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3692 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3697 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, &is_color
, ins
);
3698 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3701 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3702 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3703 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3704 const char *coord_reg_fmt
, ...)
3706 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3707 char dst_swizzle
[6];
3708 struct color_fixup_desc fixup
;
3709 BOOL np2_fixup
= FALSE
;
3713 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3715 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3716 * We actually rely on it for vertex shaders and SM4+. */
3717 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3719 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3720 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3722 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3727 fixup
= COLOR_FIXUP_IDENTITY
;
3730 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3732 if (sample_function
->output_single_component
)
3733 shader_addline(ins
->ctx
->buffer
, "vec4(");
3735 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3736 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3740 va_start(args
, coord_reg_fmt
);
3741 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3745 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3751 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3752 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3754 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3757 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3758 idx
>> 1, (idx
% 2) ? "z" : "x");
3761 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3762 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3765 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3766 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3769 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3770 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3775 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3777 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3778 if (sample_function
->offset_size
)
3780 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3781 shader_addline(ins
->ctx
->buffer
, ", ");
3782 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3784 shader_addline(ins
->ctx
->buffer
, ")");
3786 if (sample_function
->output_single_component
)
3787 shader_addline(ins
->ctx
->buffer
, ")");
3789 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3791 if (!is_identity_fixup(fixup
))
3792 shader_glsl_color_correction(ins
, fixup
);
3795 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3797 /* Write the final position.
3799 * OpenGL coordinates specify the center of the pixel while D3D coords
3800 * specify the corner. The offsets are stored in z and w in
3801 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3802 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3804 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3805 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3807 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3810 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3811 * shaders are run before the homogeneous divide, so we have to take the w
3812 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3814 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3817 /*****************************************************************************
3818 * Begin processing individual instruction opcodes
3819 ****************************************************************************/
3821 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3823 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3824 struct glsl_src_param src0_param
;
3825 struct glsl_src_param src1_param
;
3829 /* Determine the GLSL operator to use based on the opcode */
3830 switch (ins
->handler_idx
)
3832 case WINED3DSIH_ADD
: op
= "+"; break;
3833 case WINED3DSIH_AND
: op
= "&"; break;
3834 case WINED3DSIH_DIV
: op
= "/"; break;
3835 case WINED3DSIH_IADD
: op
= "+"; break;
3836 case WINED3DSIH_ISHL
: op
= "<<"; break;
3837 case WINED3DSIH_ISHR
: op
= ">>"; break;
3838 case WINED3DSIH_MUL
: op
= "*"; break;
3839 case WINED3DSIH_OR
: op
= "|"; break;
3840 case WINED3DSIH_SUB
: op
= "-"; break;
3841 case WINED3DSIH_USHR
: op
= ">>"; break;
3842 case WINED3DSIH_XOR
: op
= "^"; break;
3844 op
= "<unhandled operator>";
3845 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3849 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3850 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3851 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3852 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3855 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3857 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3858 struct glsl_src_param src0_param
;
3859 struct glsl_src_param src1_param
;
3860 unsigned int mask_size
;
3864 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3865 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3866 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3867 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3871 switch (ins
->handler_idx
)
3873 case WINED3DSIH_EQ
: op
= "equal"; break;
3874 case WINED3DSIH_IEQ
: op
= "equal"; break;
3875 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3876 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3877 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3878 case WINED3DSIH_LT
: op
= "lessThan"; break;
3879 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3880 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3881 case WINED3DSIH_NE
: op
= "notEqual"; break;
3882 case WINED3DSIH_INE
: op
= "notEqual"; break;
3884 op
= "<unhandled operator>";
3885 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3889 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3890 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3894 switch (ins
->handler_idx
)
3896 case WINED3DSIH_EQ
: op
= "=="; break;
3897 case WINED3DSIH_IEQ
: op
= "=="; break;
3898 case WINED3DSIH_GE
: op
= ">="; break;
3899 case WINED3DSIH_IGE
: op
= ">="; break;
3900 case WINED3DSIH_UGE
: op
= ">="; break;
3901 case WINED3DSIH_LT
: op
= "<"; break;
3902 case WINED3DSIH_ILT
: op
= "<"; break;
3903 case WINED3DSIH_ULT
: op
= "<"; break;
3904 case WINED3DSIH_NE
: op
= "!="; break;
3905 case WINED3DSIH_INE
: op
= "!="; break;
3907 op
= "<unhandled operator>";
3908 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3912 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3913 src0_param
.param_str
, op
, src1_param
.param_str
);
3917 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3919 struct glsl_src_param src_param
;
3923 switch (ins
->handler_idx
)
3925 case WINED3DSIH_INEG
: op
= "-"; break;
3926 case WINED3DSIH_NOT
: op
= "~"; break;
3928 op
= "<unhandled operator>";
3929 ERR("Unhandled opcode %s.\n",
3930 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3934 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3935 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3936 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3939 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3941 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3942 struct glsl_src_param src0_param
;
3943 struct glsl_src_param src1_param
;
3946 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3947 * If not, we can emulate it. */
3948 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3949 FIXME("64-bit integer multiplies not implemented.\n");
3951 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3953 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3955 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3957 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3958 src0_param
.param_str
, src1_param
.param_str
);
3962 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3964 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3965 struct glsl_src_param src0_param
, src1_param
;
3968 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3970 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3974 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3975 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3976 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3977 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3978 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3980 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3981 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3982 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3983 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3985 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3986 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3990 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3991 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3992 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3993 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3996 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3998 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4000 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4001 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4005 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
4006 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
4008 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4009 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4010 struct glsl_src_param src0_param
;
4013 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4014 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4016 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
4017 * shader versions WINED3DSIO_MOVA is used for this. */
4018 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
4019 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
4020 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
4022 /* This is a simple floor() */
4023 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4024 if (mask_size
> 1) {
4025 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4027 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4030 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4032 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4034 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4037 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4039 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4044 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4045 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4047 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4048 src0_param
.param_str
, src0_param
.param_str
);
4053 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4057 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4058 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4060 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4061 struct glsl_src_param src0_param
;
4062 struct glsl_src_param src1_param
;
4063 DWORD dst_write_mask
, src_write_mask
;
4064 unsigned int dst_size
;
4066 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4067 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4069 /* dp4 works on vec4, dp3 on vec3, etc. */
4070 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4071 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4072 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4073 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4075 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4077 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4078 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4081 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4083 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4087 /* Note that this instruction has some restrictions. The destination write mask
4088 * can't contain the w component, and the source swizzles have to be .xyzw */
4089 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4091 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4092 struct glsl_src_param src0_param
;
4093 struct glsl_src_param src1_param
;
4096 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4097 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4098 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4099 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4100 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4103 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4105 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4108 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4110 FIXME("Unhandled primitive stream %u.\n", stream
);
4113 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4114 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4115 * GLSL uses the value as-is. */
4116 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4118 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4119 struct glsl_src_param src0_param
;
4120 struct glsl_src_param src1_param
;
4121 DWORD dst_write_mask
;
4122 unsigned int dst_size
;
4124 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4125 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4127 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4128 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4132 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4133 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4137 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4138 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4142 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4143 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4145 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4146 struct glsl_src_param src_param
;
4147 const char *instruction
;
4151 /* Determine the GLSL function to use based on the opcode */
4152 /* TODO: Possibly make this a table for faster lookups */
4153 switch (ins
->handler_idx
)
4155 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4156 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4157 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4158 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4159 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4160 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4161 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4162 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4163 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4164 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4165 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4166 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4167 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4168 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4169 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4170 case WINED3DSIH_MAX
: instruction
= "max"; break;
4171 case WINED3DSIH_MIN
: instruction
= "min"; break;
4172 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4173 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4174 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4175 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4176 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4177 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4178 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4179 default: instruction
= "";
4180 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4184 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4186 /* In D3D bits are numbered from the most significant bit. */
4187 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4188 shader_addline(buffer
, "31 - ");
4189 shader_addline(buffer
, "%s(", instruction
);
4193 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4194 shader_addline(buffer
, "%s", src_param
.param_str
);
4195 for (i
= 1; i
< ins
->src_count
; ++i
)
4197 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4198 shader_addline(buffer
, ", %s", src_param
.param_str
);
4202 shader_addline(buffer
, "));\n");
4205 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4207 struct wined3d_shader_dst_param dst
;
4208 struct glsl_src_param src
;
4213 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4214 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4217 for (i
= 0; i
< 4; ++i
)
4219 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4220 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4221 &dst
, dst
.reg
.data_type
)))
4224 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4225 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4229 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4231 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4232 struct wined3d_shader_dst_param dst
;
4233 struct glsl_src_param src
[4];
4234 const char *instruction
;
4235 BOOL tmp_dst
= FALSE
;
4240 switch (ins
->handler_idx
)
4242 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4243 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4244 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4246 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4250 for (i
= 0; i
< ins
->src_count
; ++i
)
4252 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4253 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4258 for (i
= 0; i
< 4; ++i
)
4260 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4261 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4262 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4263 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4264 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4267 for (j
= 0; j
< ins
->src_count
; ++j
)
4268 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4269 shader_addline(buffer
, "%s(", instruction
);
4270 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4271 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4272 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4277 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4278 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4279 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4283 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4285 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4287 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4288 struct glsl_src_param src_param
;
4289 unsigned int mask_size
;
4293 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4294 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4295 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4297 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4298 src_param
.param_str
, src_param
.param_str
);
4299 shader_glsl_append_dst(buffer
, ins
);
4303 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4304 mask_size
, src_param
.param_str
);
4308 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4309 src_param
.param_str
);
4313 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4315 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4316 ins
->ctx
->reg_maps
->shader_version
.minor
);
4317 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4318 struct glsl_src_param src0_param
;
4319 const char *prefix
, *suffix
;
4320 unsigned int dst_size
;
4321 DWORD dst_write_mask
;
4323 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4324 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4326 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4327 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4329 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4331 switch (ins
->handler_idx
)
4333 case WINED3DSIH_EXP
:
4334 case WINED3DSIH_EXPP
:
4339 case WINED3DSIH_LOG
:
4340 case WINED3DSIH_LOGP
:
4341 prefix
= "log2(abs(";
4345 case WINED3DSIH_RCP
:
4350 case WINED3DSIH_RSQ
:
4351 prefix
= "inversesqrt(abs(";
4358 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4362 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4363 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4365 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4368 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4369 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4370 * dst.x = 2^(floor(src))
4371 * dst.y = src - floor(src)
4372 * dst.z = 2^src (partial precision is allowed, but optional)
4374 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4375 * dst = 2^src; (partial precision is allowed, but optional)
4377 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4379 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4381 struct glsl_src_param src_param
;
4384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4386 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4387 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4388 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4389 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4391 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4392 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4393 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4397 shader_glsl_scalar_op(ins
);
4400 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4401 const char *vector_constructor
, const char *scalar_constructor
)
4403 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4404 struct glsl_src_param src_param
;
4405 unsigned int mask_size
;
4408 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4409 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4410 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4413 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4415 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4418 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4420 shader_glsl_cast(ins
, "ivec", "int");
4423 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4425 shader_glsl_cast(ins
, "uvec", "uint");
4428 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4430 shader_glsl_cast(ins
, "vec", "float");
4433 /** Process signed comparison opcodes in GLSL. */
4434 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4436 struct glsl_src_param src0_param
;
4437 struct glsl_src_param src1_param
;
4439 unsigned int mask_size
;
4441 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4442 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4443 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4444 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4446 if (mask_size
> 1) {
4447 const char *compare
;
4449 switch(ins
->handler_idx
)
4451 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4452 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4453 default: compare
= "";
4454 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4457 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4458 src0_param
.param_str
, src1_param
.param_str
);
4460 switch(ins
->handler_idx
)
4462 case WINED3DSIH_SLT
:
4463 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4464 * to return 0.0 but step returns 1.0 because step is not < x
4465 * An alternative is a bvec compare padded with an unused second component.
4466 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4467 * issue. Playing with not() is not possible either because not() does not accept
4470 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4471 src0_param
.param_str
, src1_param
.param_str
);
4473 case WINED3DSIH_SGE
:
4474 /* Here we can use the step() function and safe a conditional */
4475 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4478 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4484 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4486 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4487 struct wined3d_shader_dst_param dst
[2];
4488 struct glsl_src_param src
[3];
4489 unsigned int i
, j
, k
;
4494 for (i
= 0; i
< ins
->dst_count
; ++i
)
4497 for (j
= 0; j
< ins
->src_count
; ++j
)
4499 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4500 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4505 dst
[0] = ins
->dst
[0];
4506 dst
[1] = ins
->dst
[1];
4507 for (i
= 0; i
< 4; ++i
)
4509 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4511 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4512 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4513 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4514 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4517 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4518 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4520 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4521 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4525 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4529 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4530 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4531 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4536 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4538 const char *condition_prefix
, *condition_suffix
;
4539 struct wined3d_shader_dst_param dst
;
4540 struct glsl_src_param src0_param
;
4541 struct glsl_src_param src1_param
;
4542 struct glsl_src_param src2_param
;
4543 BOOL temp_destination
= FALSE
;
4544 DWORD cmp_channel
= 0;
4549 switch (ins
->handler_idx
)
4551 case WINED3DSIH_CMP
:
4552 condition_prefix
= "";
4553 condition_suffix
= " >= 0.0";
4556 case WINED3DSIH_CND
:
4557 condition_prefix
= "";
4558 condition_suffix
= " > 0.5";
4561 case WINED3DSIH_MOVC
:
4562 condition_prefix
= "bool(";
4563 condition_suffix
= ")";
4567 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4568 condition_prefix
= "<unhandled prefix>";
4569 condition_suffix
= "<unhandled suffix>";
4573 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4575 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4576 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4577 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4578 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4580 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4581 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4582 src1_param
.param_str
, src2_param
.param_str
);
4588 /* Splitting the instruction up in multiple lines imposes a problem:
4589 * The first lines may overwrite source parameters of the following lines.
4590 * Deal with that by using a temporary destination register if needed. */
4591 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4592 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4593 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4594 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4595 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4596 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4597 temp_destination
= TRUE
;
4599 /* Cycle through all source0 channels. */
4600 for (i
= 0; i
< 4; ++i
)
4603 /* Find the destination channels which use the current source0 channel. */
4604 for (j
= 0; j
< 4; ++j
)
4606 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4608 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4609 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4612 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4614 if (temp_destination
)
4616 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4618 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4620 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4623 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4624 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4625 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4627 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4628 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4629 src1_param
.param_str
, src2_param
.param_str
);
4632 if (temp_destination
)
4634 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4635 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4636 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4640 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4641 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4642 * the compare is done per component of src0. */
4643 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4645 struct glsl_src_param src0_param
;
4646 struct glsl_src_param src1_param
;
4647 struct glsl_src_param src2_param
;
4649 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4650 ins
->ctx
->reg_maps
->shader_version
.minor
);
4652 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4654 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4655 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4656 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4657 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4659 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4660 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4662 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4663 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4667 shader_glsl_conditional_move(ins
);
4670 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4671 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4673 struct glsl_src_param src0_param
;
4674 struct glsl_src_param src1_param
;
4675 struct glsl_src_param src2_param
;
4678 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4679 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4680 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4681 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4682 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4683 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4686 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4687 Vertex shaders to GLSL codes */
4688 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4691 int nComponents
= 0;
4692 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4693 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4694 struct wined3d_shader_instruction tmp_ins
;
4696 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4698 /* Set constants for the temporary argument */
4699 tmp_ins
.ctx
= ins
->ctx
;
4700 tmp_ins
.dst_count
= 1;
4701 tmp_ins
.dst
= &tmp_dst
;
4702 tmp_ins
.src_count
= 2;
4703 tmp_ins
.src
= tmp_src
;
4705 switch(ins
->handler_idx
)
4707 case WINED3DSIH_M4x4
:
4709 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4711 case WINED3DSIH_M4x3
:
4713 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4715 case WINED3DSIH_M3x4
:
4717 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4719 case WINED3DSIH_M3x3
:
4721 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4723 case WINED3DSIH_M3x2
:
4725 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4731 tmp_dst
= ins
->dst
[0];
4732 tmp_src
[0] = ins
->src
[0];
4733 tmp_src
[1] = ins
->src
[1];
4734 for (i
= 0; i
< nComponents
; ++i
)
4736 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4737 shader_glsl_dot(&tmp_ins
);
4738 ++tmp_src
[1].reg
.idx
[0].offset
;
4743 The LRP instruction performs a component-wise linear interpolation
4744 between the second and third operands using the first operand as the
4745 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4746 This is equivalent to mix(src2, src1, src0);
4748 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4750 struct glsl_src_param src0_param
;
4751 struct glsl_src_param src1_param
;
4752 struct glsl_src_param src2_param
;
4755 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4757 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4758 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4759 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4761 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4762 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4765 /** Process the WINED3DSIO_LIT instruction in GLSL:
4766 * dst.x = dst.w = 1.0
4767 * dst.y = (src0.x > 0) ? src0.x
4768 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4769 * where src.w is clamped at +- 128
4771 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4773 struct glsl_src_param src0_param
;
4774 struct glsl_src_param src1_param
;
4775 struct glsl_src_param src3_param
;
4778 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4779 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4781 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4782 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4783 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4785 /* The sdk specifies the instruction like this
4787 * if(src.x > 0.0) dst.y = src.x
4789 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4792 * (where power = src.w clamped between -128 and 128)
4794 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4795 * dst.x = 1.0 ... No further explanation needed
4796 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4797 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4798 * dst.w = 1.0. ... Nothing fancy.
4800 * So we still have one conditional in there. So do this:
4801 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4803 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
4804 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
4805 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4807 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4808 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4809 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4811 shader_addline(ins
->ctx
->buffer
,
4812 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4813 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4814 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4815 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4818 /** Process the WINED3DSIO_DST instruction in GLSL:
4820 * dst.y = src0.x * src0.y
4824 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4826 struct glsl_src_param src0y_param
;
4827 struct glsl_src_param src0z_param
;
4828 struct glsl_src_param src1y_param
;
4829 struct glsl_src_param src1w_param
;
4832 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4833 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4835 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4836 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4837 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4838 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4840 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4841 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4844 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4845 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4846 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4848 * dst.x = cos(src0.?)
4849 * dst.y = sin(src0.?)
4853 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4855 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4856 struct glsl_src_param src0_param
;
4859 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4861 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4863 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4866 case WINED3DSP_WRITEMASK_0
:
4867 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4870 case WINED3DSP_WRITEMASK_1
:
4871 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4874 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4875 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4876 src0_param
.param_str
, src0_param
.param_str
);
4880 ERR("Write mask should be .x, .y or .xy\n");
4887 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4890 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4894 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4895 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4896 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4898 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4899 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4900 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4902 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4903 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4907 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4908 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4909 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4912 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4914 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4915 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4916 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4920 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4921 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4922 * generate invalid code
4924 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4926 struct glsl_src_param src0_param
;
4929 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4930 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4932 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4935 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4936 * Start a for() loop where src1.y is the initial value of aL,
4937 * increment aL by src1.z for a total of src1.x iterations.
4938 * Need to use a temporary variable for this operation.
4940 /* FIXME: I don't think nested loops will work correctly this way. */
4941 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4943 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4944 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4945 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4946 const struct wined3d_shader_lconst
*constant
;
4947 struct glsl_src_param src1_param
;
4948 const DWORD
*control_values
= NULL
;
4950 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4952 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4954 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4955 * class hardware doesn't support real varying indexing, but Microsoft
4956 * designed this feature for Shader model 2.x+. If the loop control is
4957 * known at compile time, the GLSL compiler can unroll the loop, and
4958 * replace indirect addressing with direct addressing. */
4959 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4961 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4963 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4965 control_values
= constant
->value
;
4973 struct wined3d_shader_loop_control loop_control
;
4974 loop_control
.count
= control_values
[0];
4975 loop_control
.start
= control_values
[1];
4976 loop_control
.step
= (int)control_values
[2];
4978 if (loop_control
.step
> 0)
4980 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4981 state
->current_loop_depth
, loop_control
.start
,
4982 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4983 state
->current_loop_depth
, loop_control
.step
);
4985 else if (loop_control
.step
< 0)
4987 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4988 state
->current_loop_depth
, loop_control
.start
,
4989 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4990 state
->current_loop_depth
, loop_control
.step
);
4994 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4995 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4996 state
->current_loop_depth
, loop_control
.count
,
4997 state
->current_loop_depth
);
5002 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
5003 state
->current_loop_depth
, state
->current_loop_reg
,
5004 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
5005 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
5008 ++state
->current_loop_reg
;
5012 shader_addline(buffer
, "for (;;)\n{\n");
5015 ++state
->current_loop_depth
;
5018 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
5020 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5022 shader_addline(ins
->ctx
->buffer
, "}\n");
5024 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5026 --state
->current_loop_depth
;
5027 --state
->current_loop_reg
;
5030 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5032 --state
->current_loop_depth
;
5036 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5038 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5039 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5040 const struct wined3d_shader_lconst
*constant
;
5041 struct glsl_src_param src0_param
;
5042 const DWORD
*control_values
= NULL
;
5044 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5045 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5047 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5049 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5051 control_values
= constant
->value
;
5059 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5060 state
->current_loop_depth
, state
->current_loop_depth
,
5061 control_values
[0], state
->current_loop_depth
);
5065 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5066 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5067 state
->current_loop_depth
, state
->current_loop_depth
,
5068 src0_param
.param_str
, state
->current_loop_depth
);
5071 ++state
->current_loop_depth
;
5074 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5076 struct glsl_src_param src0_param
;
5078 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5079 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5082 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5084 struct glsl_src_param src0_param
;
5086 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5087 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5090 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5092 shader_addline(ins
->ctx
->buffer
, "default:\n");
5095 static void shader_glsl_generate_conditional_op(const struct wined3d_shader_instruction
*ins
,
5098 struct glsl_src_param src_param
;
5099 const char *condition
;
5101 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5102 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5103 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) %s\n", condition
, src_param
.param_str
, op
);
5106 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5108 shader_glsl_generate_conditional_op(ins
, "{");
5111 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5113 struct glsl_src_param src0_param
;
5114 struct glsl_src_param src1_param
;
5116 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5117 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5119 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5120 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5123 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5125 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5128 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5130 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5132 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5133 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5134 shader_glsl_fixup_position(ins
->ctx
->buffer
);
5137 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5139 FIXME("Unhandled primitive stream %u.\n", stream
);
5142 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5144 shader_addline(ins
->ctx
->buffer
, "break;\n");
5147 /* FIXME: According to MSDN the compare is done per component. */
5148 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5150 struct glsl_src_param src0_param
;
5151 struct glsl_src_param src1_param
;
5153 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5154 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5156 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5157 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5160 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5164 switch (ins
->handler_idx
)
5166 case WINED3DSIH_BREAKP
: op
= "break;"; break;
5167 case WINED3DSIH_CONTINUEP
: op
= "continue;"; break;
5168 case WINED3DSIH_RETP
: op
= "return;"; break;
5170 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5174 shader_glsl_generate_conditional_op(ins
, op
);
5177 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5179 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5182 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5184 shader_addline(ins
->ctx
->buffer
, "}\n");
5185 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5187 /* Subroutines appear at the end of the shader. */
5188 ins
->ctx
->state
->in_subroutine
= TRUE
;
5191 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5193 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5196 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5198 struct glsl_src_param src1_param
;
5200 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5201 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5202 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5205 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5207 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5209 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5211 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5212 shader_addline(ins
->ctx
->buffer
, "return;\n");
5216 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5218 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5219 ins
->ctx
->reg_maps
->shader_version
.minor
);
5220 struct glsl_sample_function sample_function
;
5221 DWORD sample_flags
= 0;
5223 DWORD mask
= 0, swizzle
;
5224 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5226 /* 1.0-1.4: Use destination register as sampler source.
5227 * 2.0+: Use provided sampler source. */
5228 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5229 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5231 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5233 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5235 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5236 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5237 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5239 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5240 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5242 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5243 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5245 case WINED3D_TTFF_COUNT1
:
5246 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5248 case WINED3D_TTFF_COUNT2
:
5249 mask
= WINED3DSP_WRITEMASK_1
;
5251 case WINED3D_TTFF_COUNT3
:
5252 mask
= WINED3DSP_WRITEMASK_2
;
5254 case WINED3D_TTFF_COUNT4
:
5255 case WINED3D_TTFF_DISABLE
:
5256 mask
= WINED3DSP_WRITEMASK_3
;
5261 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5263 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5265 if (src_mod
== WINED3DSPSM_DZ
) {
5266 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5267 mask
= WINED3DSP_WRITEMASK_2
;
5268 } else if (src_mod
== WINED3DSPSM_DW
) {
5269 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5270 mask
= WINED3DSP_WRITEMASK_3
;
5275 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5276 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5278 /* ps 2.0 texldp instruction always divides by the fourth component. */
5279 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5280 mask
= WINED3DSP_WRITEMASK_3
;
5284 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5285 mask
|= sample_function
.coord_mask
;
5286 sample_function
.coord_mask
= mask
;
5288 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5289 else swizzle
= ins
->src
[1].swizzle
;
5291 /* 1.0-1.3: Use destination register as coordinate source.
5292 1.4+: Use provided coordinate source register. */
5293 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5296 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5297 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5298 "T%u%s", resource_idx
, coord_mask
);
5302 struct glsl_src_param coord_param
;
5303 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5304 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5306 struct glsl_src_param bias
;
5307 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5308 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5309 NULL
, "%s", coord_param
.param_str
);
5311 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5312 "%s", coord_param
.param_str
);
5315 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5318 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5320 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5321 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5322 struct glsl_sample_function sample_function
;
5324 DWORD swizzle
= ins
->src
[1].swizzle
;
5326 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5328 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5329 shader_glsl_tex(ins
);
5333 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5335 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5336 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5337 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5338 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5340 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5341 NULL
, NULL
, "%s", coord_param
.param_str
);
5342 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5345 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5347 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5348 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5349 struct glsl_src_param coord_param
, lod_param
;
5350 struct glsl_sample_function sample_function
;
5351 DWORD swizzle
= ins
->src
[1].swizzle
;
5354 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5356 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5357 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5359 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5361 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5362 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5364 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5365 * However, the NVIDIA drivers allow them in fragment shaders as well,
5366 * even without the appropriate extension. */
5367 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5369 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5370 "%s", coord_param
.param_str
);
5371 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5374 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5375 unsigned int resource_idx
, unsigned int sampler_idx
)
5377 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5380 for (i
= 0; i
< sampler_map
->count
; ++i
)
5382 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5383 return entries
[i
].bind_idx
;
5386 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5391 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5393 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5394 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5395 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5396 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5397 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5398 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5399 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5400 enum wined3d_shader_resource_type resource_type
;
5401 struct wined3d_string_buffer
*address
;
5402 enum wined3d_data_type data_type
;
5403 unsigned int resource_idx
, stride
;
5404 const char *op
, *resource
;
5408 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5409 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5412 if (resource_idx
>= reg_maps
->tgsm_count
)
5414 ERR("Invalid TGSM index %u.\n", resource_idx
);
5418 data_type
= WINED3D_DATA_UINT
;
5420 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5424 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5426 ERR("Invalid UAV index %u.\n", resource_idx
);
5429 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5430 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5432 ERR("Unexpected resource type %#x.\n", resource_type
);
5436 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5437 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5438 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5441 switch (ins
->handler_idx
)
5443 case WINED3DSIH_ATOMIC_AND
:
5444 case WINED3DSIH_IMM_ATOMIC_AND
:
5448 op
= "imageAtomicAnd";
5450 case WINED3DSIH_ATOMIC_CMP_STORE
:
5451 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5453 op
= "atomicCompSwap";
5455 op
= "imageAtomicCompSwap";
5457 case WINED3DSIH_ATOMIC_IADD
:
5458 case WINED3DSIH_IMM_ATOMIC_IADD
:
5462 op
= "imageAtomicAdd";
5464 case WINED3DSIH_ATOMIC_IMAX
:
5465 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5469 op
= "imageAtomicMax";
5470 if (data_type
!= WINED3D_DATA_INT
)
5472 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5476 case WINED3DSIH_ATOMIC_IMIN
:
5477 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5481 op
= "imageAtomicMin";
5482 if (data_type
!= WINED3D_DATA_INT
)
5484 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5488 case WINED3DSIH_ATOMIC_OR
:
5489 case WINED3DSIH_IMM_ATOMIC_OR
:
5493 op
= "imageAtomicOr";
5495 case WINED3DSIH_ATOMIC_UMAX
:
5496 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5500 op
= "imageAtomicMax";
5501 if (data_type
!= WINED3D_DATA_UINT
)
5503 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5507 case WINED3DSIH_ATOMIC_UMIN
:
5508 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5512 op
= "imageAtomicMin";
5513 if (data_type
!= WINED3D_DATA_UINT
)
5515 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5519 case WINED3DSIH_ATOMIC_XOR
:
5520 case WINED3DSIH_IMM_ATOMIC_XOR
:
5524 op
= "imageAtomicXor";
5526 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5528 op
= "atomicExchange";
5530 op
= "imageAtomicExchange";
5533 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5537 address
= string_buffer_get(priv
->string_buffers
);
5540 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5541 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5542 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5546 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5547 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5548 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5549 shader_addline(address
, "/ 4");
5552 if (is_imm_instruction
)
5553 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5556 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5557 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5559 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5560 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5562 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5563 shader_addline(buffer
, "%s", data
.param_str
);
5564 if (ins
->src_count
>= 3)
5566 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5567 shader_addline(buffer
, ", %s", data2
.param_str
);
5570 if (is_imm_instruction
)
5571 shader_addline(buffer
, ")");
5572 shader_addline(buffer
, ");\n");
5574 string_buffer_release(priv
->string_buffers
, address
);
5577 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5579 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5582 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5583 op
= "atomicCounterIncrement";
5585 op
= "atomicCounterDecrement";
5587 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5588 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5591 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5593 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5594 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5595 enum wined3d_shader_resource_type resource_type
;
5596 struct glsl_src_param image_coord_param
;
5597 enum wined3d_data_type data_type
;
5598 DWORD coord_mask
, write_mask
;
5599 unsigned int uav_idx
;
5600 char dst_swizzle
[6];
5602 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5603 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5605 ERR("Invalid UAV index %u.\n", uav_idx
);
5608 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5609 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5611 ERR("Unexpected resource type %#x.\n", resource_type
);
5612 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5614 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5615 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5617 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5618 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5620 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5621 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5622 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5625 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5627 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5628 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5629 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5630 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5631 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5632 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5633 struct glsl_src_param structure_idx
, offset
;
5634 struct wined3d_string_buffer
*address
;
5635 struct wined3d_shader_dst_param dst
;
5636 const char *function
, *resource
;
5638 resource_idx
= src
->reg
.idx
[0].offset
;
5639 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5641 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5643 ERR("Invalid resource index %u.\n", resource_idx
);
5646 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5647 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5648 function
= "texelFetch";
5649 resource
= "sampler";
5651 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5653 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5655 ERR("Invalid UAV index %u.\n", resource_idx
);
5658 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5659 bind_idx
= resource_idx
;
5660 function
= "imageLoad";
5665 if (resource_idx
>= reg_maps
->tgsm_count
)
5667 ERR("Invalid TGSM index %u.\n", resource_idx
);
5670 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5671 bind_idx
= resource_idx
;
5676 address
= string_buffer_get(priv
->string_buffers
);
5677 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5679 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5680 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5682 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5683 shader_addline(address
, "%s / 4", offset
.param_str
);
5686 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5688 /* The instruction is split into multiple lines. The first lines may
5689 * overwrite source parameters of the following lines. */
5690 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5691 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5694 for (i
= 0; i
< 4; ++i
)
5696 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5697 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5700 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5702 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5703 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5705 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5706 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5709 string_buffer_release(priv
->string_buffers
, address
);
5712 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5714 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5715 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5716 struct glsl_src_param image_coord_param
, image_data_param
;
5717 enum wined3d_shader_resource_type resource_type
;
5718 enum wined3d_data_type data_type
;
5719 unsigned int uav_idx
;
5722 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5723 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5725 ERR("Invalid UAV index %u.\n", uav_idx
);
5728 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5729 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5731 ERR("Unexpected resource type %#x.\n", resource_type
);
5734 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5735 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5737 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5738 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5739 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5740 shader_glsl_get_prefix(version
->type
), uav_idx
,
5741 image_coord_param
.param_str
, image_data_param
.param_str
);
5744 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5746 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5747 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5748 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5749 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5750 struct glsl_src_param structure_idx
, offset
, data
;
5751 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5752 struct wined3d_string_buffer
*address
;
5756 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5757 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5760 if (resource_idx
>= reg_maps
->tgsm_count
)
5762 ERR("Invalid TGSM index %u.\n", resource_idx
);
5765 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5769 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5771 ERR("Invalid UAV index %u.\n", resource_idx
);
5774 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5777 address
= string_buffer_get(priv
->string_buffers
);
5778 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5780 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5781 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5783 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5784 shader_addline(address
, "%s / 4", offset
.param_str
);
5786 for (i
= 0; i
< 4; ++i
)
5788 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5791 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5794 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5795 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5797 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5798 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5801 string_buffer_release(priv
->string_buffers
, address
);
5804 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5806 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5807 unsigned int sync_flags
= ins
->flags
;
5809 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5811 shader_addline(buffer
, "barrier();\n");
5812 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5815 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5817 shader_addline(buffer
, "memoryBarrierShared();\n");
5818 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5822 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5825 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5826 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5828 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5829 unsigned int idx
= reg
->idx
[0].offset
;
5831 if (reg
->type
== WINED3DSPR_RESOURCE
)
5833 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5835 ERR("Invalid resource index %u.\n", idx
);
5838 return ®_maps
->resource_info
[idx
];
5841 if (reg
->type
== WINED3DSPR_UAV
)
5843 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5845 ERR("Invalid UAV index %u.\n", idx
);
5848 return ®_maps
->uav_resource_info
[idx
];
5851 FIXME("Unhandled register type %#x.\n", reg
->type
);
5855 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5857 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5858 const struct wined3d_shader_resource_info
*resource_info
;
5859 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5860 unsigned int resource_idx
;
5861 char dst_swizzle
[6];
5864 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5865 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5867 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5869 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5871 shader_addline(buffer
, "ivec2(");
5872 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5874 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5875 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5876 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5880 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5882 if (resource_info
->stride
)
5883 shader_addline(buffer
, " / %u", resource_info
->stride
);
5884 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5885 shader_addline(buffer
, " * 4");
5886 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5889 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5891 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5892 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5893 enum wined3d_shader_resource_type resource_type
;
5894 enum wined3d_shader_register_type reg_type
;
5895 unsigned int resource_idx
, bind_idx
, i
;
5896 enum wined3d_data_type dst_data_type
;
5897 struct glsl_src_param lod_param
;
5898 char dst_swizzle
[6];
5901 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5902 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5903 dst_data_type
= WINED3D_DATA_UINT
;
5904 else if (ins
->flags
)
5905 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5907 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5908 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5910 reg_type
= ins
->src
[1].reg
.type
;
5911 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5912 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5913 if (reg_type
== WINED3DSPR_RESOURCE
)
5915 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5916 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5917 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5921 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5922 bind_idx
= resource_idx
;
5925 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5927 ERR("Unexpected resource type %#x.\n", resource_type
);
5928 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5931 if (dst_data_type
== WINED3D_DATA_UINT
)
5932 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5934 shader_addline(ins
->ctx
->buffer
, "vec4(");
5936 if (reg_type
== WINED3DSPR_RESOURCE
)
5938 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5939 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5941 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5942 shader_addline(ins
->ctx
->buffer
, "0, ");
5944 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5946 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5947 shader_glsl_get_prefix(version
->type
), bind_idx
);
5951 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5952 shader_addline(ins
->ctx
->buffer
, "1");
5957 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5958 shader_glsl_get_prefix(version
->type
), bind_idx
);
5960 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5961 shader_addline(ins
->ctx
->buffer
, "0, ");
5963 /* For UAVs the returned miplevel count is always 1. */
5964 shader_addline(ins
->ctx
->buffer
, "1");
5967 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5970 /* FIXME: The current implementation does not handle multisample textures correctly. */
5971 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5973 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5974 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5975 struct glsl_src_param coord_param
, lod_param
;
5976 struct glsl_sample_function sample_function
;
5977 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5980 if (wined3d_shader_instruction_has_texel_offset(ins
))
5981 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5983 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5984 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5986 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5988 ERR("Invalid resource index %u.\n", resource_idx
);
5991 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5993 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5994 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5995 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5996 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5997 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5998 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5999 "%s", coord_param
.param_str
);
6000 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6003 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6005 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6006 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6007 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6008 struct glsl_sample_function sample_function
;
6011 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6012 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6013 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6014 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6015 if (wined3d_shader_instruction_has_texel_offset(ins
))
6016 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6018 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6019 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6021 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6022 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6024 switch (ins
->handler_idx
)
6026 case WINED3DSIH_SAMPLE
:
6028 case WINED3DSIH_SAMPLE_B
:
6029 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6030 lod_param_str
= lod_param
.param_str
;
6032 case WINED3DSIH_SAMPLE_GRAD
:
6033 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6034 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6035 dx_param_str
= dx_param
.param_str
;
6036 dy_param_str
= dy_param
.param_str
;
6038 case WINED3DSIH_SAMPLE_LOD
:
6039 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6040 lod_param_str
= lod_param
.param_str
;
6043 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6047 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6048 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6049 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6050 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6053 /* GLSL doesn't provide a function to sample from level zero with depth
6054 * comparison for array textures and cube textures. We use textureGrad*()
6055 * to implement sample_c_lz.
6057 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
*ins
,
6058 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6059 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6061 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6062 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6063 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6064 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6065 char dst_swizzle
[6];
6067 WARN("Emitting textureGrad() for sample_c_lz.\n");
6069 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6070 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6071 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6072 sample_function
->offset_size
? "Offset" : "",
6073 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6074 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6075 if (sample_function
->offset_size
)
6077 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6078 shader_addline(buffer
, ", ");
6079 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6081 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6084 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6086 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6087 const struct wined3d_shader_resource_info
*resource_info
;
6088 struct glsl_src_param coord_param
, compare_param
;
6089 struct glsl_sample_function sample_function
;
6090 const char *lod_param
= NULL
;
6091 unsigned int coord_size
;
6094 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6097 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6100 if (wined3d_shader_instruction_has_texel_offset(ins
))
6101 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6103 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6105 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6106 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6108 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6109 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6110 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6111 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6112 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6113 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6114 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6115 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6117 shader_glsl_gen_sample_c_lz(ins
, sampler_bind_idx
, &sample_function
,
6118 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6122 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6123 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6124 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6126 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6129 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6131 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6132 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6133 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6134 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6135 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6136 const struct wined3d_shader_resource_info
*resource_info
;
6137 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6138 unsigned int coord_size
, offset_size
;
6139 char dst_swizzle
[6];
6142 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6144 FIXME("OpenGL implementation does not support textureGather.\n");
6148 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6149 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6150 || wined3d_shader_instruction_has_texel_offset(ins
);
6152 resource_param_idx
=
6153 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6154 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6155 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6156 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6157 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6159 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6162 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6164 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6167 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6169 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6170 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6172 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6174 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6175 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6176 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6178 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6179 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6181 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6183 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6184 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6186 else if (has_offset
)
6188 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6189 shader_addline(buffer
, ", ");
6190 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6193 shader_addline(buffer
, ", %u", component_idx
);
6195 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6198 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6200 /* FIXME: Make this work for more than just 2D textures */
6201 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6202 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6204 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6208 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6209 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6210 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6214 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6215 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6216 char dst_swizzle
[6];
6218 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6220 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6222 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6223 struct glsl_src_param div_param
;
6224 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6226 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6229 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6231 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6235 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6240 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6241 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6242 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6243 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6245 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6246 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6247 struct glsl_sample_function sample_function
;
6248 struct glsl_src_param src0_param
;
6251 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6253 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6254 * scalar, and projected sampling would require 4.
6256 * It is a dependent read - not valid with conditional NP2 textures
6258 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6259 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6264 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6265 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6269 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6270 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6274 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6275 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6279 FIXME("Unexpected mask size %u\n", mask_size
);
6282 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6285 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6286 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6287 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6289 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6290 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6291 struct glsl_src_param src0_param
;
6293 unsigned int mask_size
;
6295 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6296 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6297 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6299 if (mask_size
> 1) {
6300 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6302 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6306 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6307 * Calculate the depth as dst.x / dst.y */
6308 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6310 struct glsl_dst_param dst_param
;
6312 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6314 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6315 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6316 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6317 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6320 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6321 dst_param
.reg_name
, dst_param
.reg_name
);
6324 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6325 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6326 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6327 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6329 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6331 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6332 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6333 struct glsl_src_param src0_param
;
6335 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6337 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6338 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6341 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6342 * Calculate the 1st of a 2-row matrix multiplication. */
6343 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6345 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6346 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6347 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6348 struct glsl_src_param src0_param
;
6350 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6351 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6354 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6355 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6356 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6358 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6359 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6360 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6361 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6362 struct glsl_src_param src0_param
;
6364 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6365 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6366 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6369 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6371 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6372 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6373 struct glsl_sample_function sample_function
;
6374 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6375 struct glsl_src_param src0_param
;
6377 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6378 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6380 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6382 /* Sample the texture using the calculated coordinates */
6383 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6384 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6387 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6388 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6389 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6391 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6392 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6393 struct glsl_sample_function sample_function
;
6394 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6395 struct glsl_src_param src0_param
;
6397 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6398 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6400 /* Dependent read, not valid with conditional NP2 */
6401 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6403 /* Sample the texture using the calculated coordinates */
6404 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6405 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6407 tex_mx
->current_row
= 0;
6410 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6411 * Perform the 3rd row of a 3x3 matrix multiply */
6412 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6414 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6415 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6416 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6417 struct glsl_src_param src0_param
;
6420 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6422 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6423 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6424 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6426 tex_mx
->current_row
= 0;
6429 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6430 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6431 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6433 struct glsl_src_param src0_param
;
6434 struct glsl_src_param src1_param
;
6435 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6436 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6437 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6438 struct glsl_sample_function sample_function
;
6439 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6442 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6443 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6445 /* Perform the last matrix multiply operation */
6446 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6447 /* Reflection calculation */
6448 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6450 /* Dependent read, not valid with conditional NP2 */
6451 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6452 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6454 /* Sample the texture */
6455 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6456 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6457 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6459 tex_mx
->current_row
= 0;
6462 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6463 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6464 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6466 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6467 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6468 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6469 struct glsl_sample_function sample_function
;
6470 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6471 struct glsl_src_param src0_param
;
6474 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6476 /* Perform the last matrix multiply operation */
6477 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6479 /* Construct the eye-ray vector from w coordinates */
6480 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6481 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6482 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6484 /* Dependent read, not valid with conditional NP2 */
6485 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6486 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6488 /* Sample the texture using the calculated coordinates */
6489 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6490 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6491 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6493 tex_mx
->current_row
= 0;
6496 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6497 * Apply a fake bump map transform.
6498 * texbem is pshader <= 1.3 only, this saves a few version checks
6500 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6502 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6503 struct glsl_sample_function sample_function
;
6504 struct glsl_src_param coord_param
;
6510 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6511 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6512 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6514 /* Dependent read, not valid with conditional NP2 */
6515 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6516 mask
= sample_function
.coord_mask
;
6518 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6520 /* With projected textures, texbem only divides the static texture coord,
6521 * not the displacement, so we can't let GL handle this. */
6522 if (flags
& WINED3D_PSARGS_PROJECTED
)
6525 char coord_div_mask
[3];
6526 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6528 case WINED3D_TTFF_COUNT1
:
6529 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6531 case WINED3D_TTFF_COUNT2
:
6532 div_mask
= WINED3DSP_WRITEMASK_1
;
6534 case WINED3D_TTFF_COUNT3
:
6535 div_mask
= WINED3DSP_WRITEMASK_2
;
6537 case WINED3D_TTFF_COUNT4
:
6538 case WINED3D_TTFF_DISABLE
:
6539 div_mask
= WINED3DSP_WRITEMASK_3
;
6542 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6543 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6546 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6548 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6549 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6550 coord_param
.param_str
, coord_mask
);
6552 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6554 struct glsl_src_param luminance_param
;
6555 struct glsl_dst_param dst_param
;
6557 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6558 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6560 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6561 dst_param
.reg_name
, dst_param
.mask_str
,
6562 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6564 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6567 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6569 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6570 struct glsl_src_param src0_param
, src1_param
;
6572 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6573 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6575 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6576 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6577 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6580 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6581 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6582 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6584 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6585 struct glsl_sample_function sample_function
;
6586 struct glsl_src_param src0_param
;
6588 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6590 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6591 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6592 "%s.wx", src0_param
.reg_name
);
6593 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6596 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6597 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6598 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6600 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6601 struct glsl_sample_function sample_function
;
6602 struct glsl_src_param src0_param
;
6604 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6606 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6607 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6608 "%s.yz", src0_param
.reg_name
);
6609 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6612 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6613 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6614 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6616 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6617 struct glsl_sample_function sample_function
;
6618 struct glsl_src_param src0_param
;
6620 /* Dependent read, not valid with conditional NP2 */
6621 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6622 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6624 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6625 "%s", src0_param
.param_str
);
6626 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6629 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6630 * If any of the first 3 components are < 0, discard this pixel */
6631 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6633 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6635 shader_glsl_generate_conditional_op(ins
, "discard;");
6639 struct glsl_dst_param dst_param
;
6641 /* The argument is a destination parameter, and no writemasks are allowed */
6642 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6644 /* 2.0 shaders compare all 4 components in texkill. */
6645 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6646 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6647 /* 1.x shaders only compare the first 3 components, probably due to
6648 * the nature of the texkill instruction as a tex* instruction, and
6649 * phase, which kills all .w components. Even if all 4 components are
6650 * defined, only the first 3 are used. */
6652 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6656 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6657 * dst = dot2(src0, src1) + src2 */
6658 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6660 struct glsl_src_param src0_param
;
6661 struct glsl_src_param src1_param
;
6662 struct glsl_src_param src2_param
;
6664 unsigned int mask_size
;
6666 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6667 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6669 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6670 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6671 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6673 if (mask_size
> 1) {
6674 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6675 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6677 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6678 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6682 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6683 const struct wined3d_shader_signature
*input_signature
,
6684 const struct wined3d_shader_reg_maps
*reg_maps
,
6685 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6689 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6691 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6692 const char *semantic_name
;
6697 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6700 semantic_name
= input
->semantic_name
;
6701 semantic_idx
= input
->semantic_idx
;
6702 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6704 if (args
->vp_mode
== vertexshader
)
6706 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6708 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6709 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6711 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6713 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6715 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6717 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6718 input
->register_idx
, reg_mask
);
6720 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6722 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6723 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6724 input
->register_idx
, reg_mask
);
6726 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6730 if (input
->sysval_semantic
)
6731 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6732 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6733 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6734 shader_glsl_shader_input_name(gl_info
),
6735 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6738 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6740 if (args
->pointsprite
)
6741 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6742 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6743 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6744 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6745 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6746 needs_legacy_glsl_syntax(gl_info
)
6747 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6749 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6750 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6752 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6755 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6756 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6757 else if (semantic_idx
== 1)
6758 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6759 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6761 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6762 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6766 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6767 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6772 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6774 struct glsl_program_key key
;
6776 key
.vs_id
= entry
->vs
.id
;
6777 key
.hs_id
= entry
->hs
.id
;
6778 key
.ds_id
= entry
->ds
.id
;
6779 key
.gs_id
= entry
->gs
.id
;
6780 key
.ps_id
= entry
->ps
.id
;
6781 key
.cs_id
= entry
->cs
.id
;
6783 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6785 ERR("Failed to insert program entry.\n");
6789 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6790 const struct glsl_program_key
*key
)
6792 struct wine_rb_entry
*entry
;
6794 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6795 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6798 /* Context activation is done by the caller. */
6799 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6800 struct glsl_shader_prog_link
*entry
)
6802 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6804 GL_EXTCALL(glDeleteProgram(entry
->id
));
6806 list_remove(&entry
->vs
.shader_entry
);
6808 list_remove(&entry
->hs
.shader_entry
);
6810 list_remove(&entry
->ds
.shader_entry
);
6812 list_remove(&entry
->gs
.shader_entry
);
6814 list_remove(&entry
->ps
.shader_entry
);
6816 list_remove(&entry
->cs
.shader_entry
);
6817 HeapFree(GetProcessHeap(), 0, entry
);
6820 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6821 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6822 const struct wined3d_shader_signature
*input_signature
,
6823 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6824 const struct wined3d_shader_signature
*output_signature
,
6825 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6827 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6828 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6829 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6830 unsigned int in_count
= vec4_varyings(3, gl_info
);
6831 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6832 DWORD in_idx
, *set
= NULL
;
6836 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6838 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6840 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6842 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6845 in_idx
= map
[input
->register_idx
];
6846 /* Declared, but not read register */
6849 if (in_idx
>= max_varyings
)
6851 FIXME("More input varyings declared than supported, expect issues.\n");
6855 if (in_idx
== in_count
)
6856 string_buffer_sprintf(destination
, "gl_FrontColor");
6857 else if (in_idx
== in_count
+ 1)
6858 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6860 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6865 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6867 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6870 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6871 || input
->semantic_idx
!= output
->semantic_idx
6872 || strcmp(input
->semantic_name
, output
->semantic_name
)
6873 || !(mask
= input
->mask
& output
->mask
))
6876 if (set
[in_idx
] == ~0u)
6878 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6879 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6881 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6882 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6886 for (i
= 0; i
< max_varyings
; ++i
)
6890 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6897 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6898 reg_mask
[size
++] = 'x';
6899 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6900 reg_mask
[size
++] = 'y';
6901 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6902 reg_mask
[size
++] = 'z';
6903 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6904 reg_mask
[size
++] = 'w';
6905 reg_mask
[size
] = '\0';
6908 string_buffer_sprintf(destination
, "gl_FrontColor");
6909 else if (i
== in_count
+ 1)
6910 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6912 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6915 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6917 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6920 HeapFree(GetProcessHeap(), 0, set
);
6921 string_buffer_release(&priv
->string_buffers
, destination
);
6924 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6925 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6926 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6927 BOOL rasterizer_setup
)
6929 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6933 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6935 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6937 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6940 if (output
->stream_idx
)
6943 if (output
->register_idx
>= input_count
)
6946 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6948 shader_addline(buffer
,
6949 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
6950 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6954 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
6955 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
6957 unsigned int i
, clip_or_cull_index
;
6961 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
6962 /* Assign consecutive indices starting from 0. */
6963 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
6964 for (i
= 0; i
< 4; ++i
)
6966 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
6969 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
6970 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
6971 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
6972 ++clip_or_cull_index
;
6976 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6977 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6978 const struct wined3d_shader_signature
*input_signature
,
6979 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6980 const struct wined3d_shader_signature
*output_signature
,
6981 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6983 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6984 const char *semantic_name
;
6985 unsigned int semantic_idx
;
6989 /* First, sort out position and point size system values. */
6990 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6992 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6994 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6997 if (output
->stream_idx
)
7000 semantic_name
= output
->semantic_name
;
7001 semantic_idx
= output
->semantic_idx
;
7002 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7004 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7006 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7007 reg_mask
, output
->register_idx
, reg_mask
);
7009 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7011 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7012 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7014 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7016 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7017 output
->register_idx
, reg_mask
);
7019 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7021 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7023 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7025 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7027 else if (output
->sysval_semantic
)
7029 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7033 /* Then, setup the pixel shader input. */
7034 if (reg_maps_out
->shader_version
.major
< 4)
7035 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7036 output_signature
, reg_maps_out
);
7038 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7041 /* Context activation is done by the caller. */
7042 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7043 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7044 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7046 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7047 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7048 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7049 const char *semantic_name
;
7055 string_buffer_clear(buffer
);
7057 shader_glsl_add_version_declaration(buffer
, gl_info
);
7059 if (per_vertex_point_size
)
7061 shader_addline(buffer
, "uniform struct\n{\n");
7062 shader_addline(buffer
, " float size_min;\n");
7063 shader_addline(buffer
, " float size_max;\n");
7064 shader_addline(buffer
, "} ffp_point;\n");
7069 DWORD colors_written_mask
[2] = {0};
7070 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
7074 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7075 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7076 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7077 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7080 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7082 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7084 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7087 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7090 semantic_name
= output
->semantic_name
;
7091 semantic_idx
= output
->semantic_idx
;
7092 write_mask
= output
->mask
;
7093 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7095 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7098 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7099 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7101 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7102 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7104 colors_written_mask
[semantic_idx
] = write_mask
;
7106 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7108 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7109 reg_mask
, output
->register_idx
, reg_mask
);
7111 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7113 if (semantic_idx
< MAX_TEXTURES
)
7115 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7116 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7117 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7118 texcoords_written_mask
[semantic_idx
] = write_mask
;
7121 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7123 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7124 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7126 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7128 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7129 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7130 output
->register_idx
, reg_mask
[1]);
7134 for (i
= 0; i
< 2; ++i
)
7136 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7138 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7140 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7141 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7142 reg_mask
, reg_mask
);
7144 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7145 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7146 reg_mask
, reg_mask
);
7149 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7151 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7154 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7156 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
7157 && !texcoords_written_mask
[i
])
7160 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7161 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7162 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7168 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7170 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7171 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7172 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7173 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7176 shader_addline(buffer
, "}\n");
7178 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7179 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7180 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7185 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv
*priv
,
7186 const struct wined3d_shader
*shader
, const struct wined3d_stream_output_desc
*so_desc
)
7188 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7191 shader_addline(buffer
, "out shader_in_out\n{\n");
7192 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7194 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7198 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7201 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7204 if (e
->component_idx
|| e
->component_count
!= 4)
7206 if (e
->component_count
== 1)
7207 shader_addline(buffer
, "float");
7209 shader_addline(buffer
, "vec%u", e
->component_count
);
7210 shader_addline(buffer
, " reg%u_%u_%u;\n",
7211 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
7215 shader_addline(buffer
, "vec4 reg%u;\n", e
->register_idx
);
7218 shader_addline(buffer
, "} shader_out;\n");
7220 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7221 shader
->limits
->packed_output
);
7222 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7224 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7228 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7231 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7234 if (e
->component_idx
|| e
->component_count
!= 4)
7239 write_mask
= ((1u << e
->component_count
) - 1) << e
->component_idx
;
7240 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7241 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7242 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1,
7243 e
->register_idx
, str_mask
);
7247 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n",
7248 e
->register_idx
, e
->register_idx
);
7251 shader_addline(buffer
, "}\n");
7254 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7255 const struct wined3d_shader
*shader
, unsigned int input_count
,
7256 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7258 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7259 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7261 if (rasterizer_setup
)
7262 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7265 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7267 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7268 prefix
, shader
->limits
->packed_output
);
7270 if (rasterizer_setup
)
7271 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7272 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7274 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7275 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7277 shader_addline(buffer
, "}\n");
7280 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7281 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7282 const char *reg_mask
)
7284 if (!constant
->sysval_semantic
)
7286 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7290 switch (constant
->sysval_semantic
)
7292 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7293 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7294 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7295 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7296 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7298 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7299 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7300 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7303 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7304 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7308 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7309 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7311 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7313 register_count
= user_constant_count
= 0;
7314 for (i
= 0; i
< signature
->element_count
; ++i
)
7316 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7317 register_count
= max(constant
->register_idx
+ 1, register_count
);
7318 if (!constant
->sysval_semantic
)
7319 ++user_constant_count
;
7322 if (user_constant_count
)
7323 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7324 input_setup
? "in" : "out", user_constant_count
);
7326 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7328 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7329 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7331 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7334 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7337 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7339 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7341 shader_addline(buffer
, " = ");
7344 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7346 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7348 shader_addline(buffer
, ";\n");
7350 shader_addline(buffer
, "}\n");
7353 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7354 const struct wined3d_gl_info
*gl_info
)
7356 const char *output
= get_fragment_output(gl_info
);
7358 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7359 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7360 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7361 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7362 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7363 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7366 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7367 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7369 const char *output
= get_fragment_output(gl_info
);
7373 case WINED3D_FFP_PS_FOG_OFF
:
7376 case WINED3D_FFP_PS_FOG_LINEAR
:
7377 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7380 case WINED3D_FFP_PS_FOG_EXP
:
7381 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7384 case WINED3D_FFP_PS_FOG_EXP2
:
7385 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7386 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7390 ERR("Invalid fog mode %#x.\n", mode
);
7394 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7398 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7399 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7401 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7402 * flipping all the operators here, just negate the comparison below. */
7403 static const char * const comparison_operator
[] =
7405 "", /* WINED3D_CMP_NEVER */
7406 "<", /* WINED3D_CMP_LESS */
7407 "==", /* WINED3D_CMP_EQUAL */
7408 "<=", /* WINED3D_CMP_LESSEQUAL */
7409 ">", /* WINED3D_CMP_GREATER */
7410 "!=", /* WINED3D_CMP_NOTEQUAL */
7411 ">=", /* WINED3D_CMP_GREATEREQUAL */
7412 "" /* WINED3D_CMP_ALWAYS */
7415 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7418 if (alpha_func
!= WINED3D_CMP_NEVER
)
7419 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7420 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7421 shader_addline(buffer
, " discard;\n");
7424 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7425 const struct wined3d_gl_info
*gl_info
)
7427 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7428 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7429 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7430 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7431 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7432 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7433 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7434 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7435 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7436 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7437 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7438 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7439 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7440 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7441 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7442 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7443 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7444 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7445 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7446 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7447 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7448 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7449 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7450 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7451 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7452 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7453 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7454 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7455 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7456 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7459 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7460 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7461 const struct ps_compile_args
*args
)
7463 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7465 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7466 if (reg_maps
->shader_version
.major
< 2)
7467 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7469 if (args
->srgb_correction
)
7470 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7472 /* SM < 3 does not replace the fog stage. */
7473 if (reg_maps
->shader_version
.major
< 3)
7474 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7476 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7479 /* Context activation is done by the caller. */
7480 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7481 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7482 const struct wined3d_shader
*shader
,
7483 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7485 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7486 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7487 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7488 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7489 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7490 unsigned int i
, extra_constants_needed
= 0;
7491 struct shader_glsl_ctx_priv priv_ctx
;
7495 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7496 priv_ctx
.cur_ps_args
= args
;
7497 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7498 priv_ctx
.string_buffers
= string_buffers
;
7500 shader_glsl_add_version_declaration(buffer
, gl_info
);
7502 shader_glsl_enable_extensions(buffer
, gl_info
);
7503 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7504 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7505 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7506 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7507 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7508 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7509 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7510 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7511 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7512 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7513 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7514 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7515 /* The spec says that it doesn't have to be explicitly enabled, but the
7516 * nvidia drivers write a warning if we don't do so. */
7517 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7518 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7520 /* Base Declarations */
7521 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7523 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7525 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7526 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7527 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7528 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7531 /* Declare uniforms for NP2 texcoord fixup:
7532 * This is NOT done inside the loop that declares the texture samplers
7533 * since the NP2 fixup code is currently only used for the GeforceFX
7534 * series and when forcing the ARB_npot extension off. Modern cards just
7535 * skip the code anyway, so put it inside a separate loop. */
7536 if (args
->np2_fixup
)
7538 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7539 unsigned int cur
= 0;
7541 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7542 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7543 * samplerNP2Fixup stores texture dimensions and is updated through
7544 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7546 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7548 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7551 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7553 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7557 fixup
->idx
[i
] = cur
++;
7560 fixup
->num_consts
= (cur
+ 1) >> 1;
7561 fixup
->active
= args
->np2_fixup
;
7562 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7565 if (version
->major
< 3 || args
->vp_mode
!= vertexshader
)
7567 shader_addline(buffer
, "uniform struct\n{\n");
7568 shader_addline(buffer
, " vec4 color;\n");
7569 shader_addline(buffer
, " float density;\n");
7570 shader_addline(buffer
, " float end;\n");
7571 shader_addline(buffer
, " float scale;\n");
7572 shader_addline(buffer
, "} ffp_fog;\n");
7574 if (needs_legacy_glsl_syntax(gl_info
))
7576 if (glsl_is_color_reg_read(shader
, 0))
7577 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7578 if (glsl_is_color_reg_read(shader
, 1))
7579 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7580 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7581 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7585 if (glsl_is_color_reg_read(shader
, 0))
7586 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7587 if (glsl_is_color_reg_read(shader
, 1))
7588 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7589 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7590 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7591 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7595 if (version
->major
>= 3)
7597 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7599 if (args
->vp_mode
== vertexshader
&& reg_maps
->input_registers
)
7600 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7601 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7602 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7605 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7610 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7612 if (reg_maps
->luminanceparams
& (1u << i
))
7614 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7615 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7616 extra_constants_needed
++;
7619 extra_constants_needed
++;
7622 if (args
->srgb_correction
)
7624 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7625 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7626 shader_addline(buffer
, ";\n");
7627 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7628 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7629 shader_addline(buffer
, ";\n");
7631 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7633 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7635 ++extra_constants_needed
;
7636 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7640 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7642 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7643 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7644 args
->render_offscreen
? "" : "origin_upper_left, ");
7645 else if (!args
->render_offscreen
)
7646 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7648 shader_addline(buffer
, "vec4 vpos;\n");
7652 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7653 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7655 if (!needs_legacy_glsl_syntax(gl_info
))
7657 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7658 shader_addline(buffer
, "layout(location = 0) ");
7659 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7662 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7663 FIXME("Insufficient uniforms to run this shader.\n");
7665 if (shader
->u
.ps
.force_early_depth_stencil
)
7666 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7668 shader_addline(buffer
, "void main()\n{\n");
7670 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7671 * add approximately 0.5. This causes off-by-one problems as spotted by
7672 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7673 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7674 * causes precision troubles when we just subtract 0.5.
7676 * To deal with that, just floor() the position. This will eliminate the
7677 * fraction on all cards.
7679 * TODO: Test how this behaves with multisampling.
7681 * An advantage of floor is that it works even if the driver doesn't add
7682 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7683 * to return in gl_FragCoord, even though coordinates specify the pixel
7684 * centers instead of the pixel corners. This code will behave correctly
7685 * on drivers that returns integer values. */
7688 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7689 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7690 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7691 shader_addline(buffer
,
7692 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7694 shader_addline(buffer
,
7695 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7698 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
7701 WORD map
= reg_maps
->texcoord
;
7705 if (glsl_is_color_reg_read(shader
, 0))
7706 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7707 if (glsl_is_color_reg_read(shader
, 1))
7708 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7711 for (i
= 0; map
; map
>>= 1, ++i
)
7715 if (args
->pointsprite
)
7716 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7717 else if (args
->texcoords_initialized
& (1u << i
))
7718 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7719 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7721 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7722 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7727 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7730 /* Pack 3.0 inputs */
7731 if (reg_maps
->shader_version
.major
>= 3)
7732 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7733 reg_maps
->shader_version
.major
>= 4);
7735 /* Base Shader Body */
7736 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7739 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7740 if (reg_maps
->shader_version
.major
< 4)
7741 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
7743 shader_addline(buffer
, "}\n");
7745 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7746 TRACE("Compiling shader object %u.\n", shader_id
);
7747 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7752 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7753 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7754 const struct vs_compile_args
*args
)
7756 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7757 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7760 /* Unpack outputs. */
7761 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7763 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7764 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7765 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7766 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7768 if (reg_maps
->shader_version
.major
< 3)
7770 if (args
->fog_src
== VS_FOG_Z
)
7771 shader_addline(buffer
, "%s = gl_Position.z;\n",
7772 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7773 else if (!reg_maps
->fog
)
7774 shader_addline(buffer
, "%s = 0.0;\n",
7775 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7778 /* We always store the clipplanes without y inversion. */
7779 if (args
->clip_enabled
)
7782 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7784 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7785 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7788 if (args
->point_size
&& !args
->per_vertex_point_size
)
7789 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7791 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7792 shader_glsl_fixup_position(buffer
);
7795 /* Context activation is done by the caller. */
7796 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
7797 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7799 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7800 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7801 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7802 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7803 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7804 struct shader_glsl_ctx_priv priv_ctx
;
7808 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7809 priv_ctx
.cur_vs_args
= args
;
7810 priv_ctx
.string_buffers
= string_buffers
;
7812 shader_glsl_add_version_declaration(buffer
, gl_info
);
7814 shader_glsl_enable_extensions(buffer
, gl_info
);
7815 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7816 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7817 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7818 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7820 /* Base Declarations */
7821 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7823 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7824 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7826 if (args
->point_size
&& !args
->per_vertex_point_size
)
7828 shader_addline(buffer
, "uniform struct\n{\n");
7829 shader_addline(buffer
, " float size;\n");
7830 shader_addline(buffer
, " float size_min;\n");
7831 shader_addline(buffer
, " float size_max;\n");
7832 shader_addline(buffer
, "} ffp_point;\n");
7835 if (!needs_legacy_glsl_syntax(gl_info
))
7837 if (args
->clip_enabled
)
7838 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7840 if (version
->major
< 3)
7842 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7843 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7844 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7845 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7849 if (version
->major
< 4)
7850 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
7852 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7853 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7855 if (reg_maps
->shader_version
.major
>= 4)
7856 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
7857 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
7859 shader_addline(buffer
, "void main()\n{\n");
7861 if (reg_maps
->input_rel_addressing
)
7863 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
7864 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
7865 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7867 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
7868 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
7872 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7875 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7876 if (reg_maps
->shader_version
.major
< 4)
7877 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
7879 shader_addline(buffer
, "}\n");
7881 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7882 TRACE("Compiling shader object %u.\n", shader_id
);
7883 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7888 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
7889 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
7891 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7895 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7897 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7899 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7900 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
7901 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7905 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
7906 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
7907 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
7908 const char *phase_name
, unsigned phase_idx
)
7913 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
7914 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
7915 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7916 shader_addline(buffer
, "vec4 R%u;\n", i
);
7917 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
7918 shader_addline(buffer
, "}\n");
7922 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
7923 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
7925 if (phase
->instance_count
)
7927 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
7928 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
7929 shader_addline(buffer
, "}\n");
7933 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
7937 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
7938 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
7940 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7941 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7942 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7943 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7944 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
7945 const struct wined3d_shader_phase
*phase
;
7946 struct shader_glsl_ctx_priv priv_ctx
;
7950 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7951 priv_ctx
.string_buffers
= string_buffers
;
7953 shader_glsl_add_version_declaration(buffer
, gl_info
);
7955 shader_glsl_enable_extensions(buffer
, gl_info
);
7956 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
7958 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7960 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
7962 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
7963 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
7965 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
7967 if (hs
->phases
.control_point
)
7969 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
7970 shader
->limits
->packed_output
);
7971 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
7972 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
7973 shader_addline(buffer
, "}\n");
7976 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
7977 if ((phase
= hs
->phases
.control_point
))
7979 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7980 shader_addline(buffer
, "vec4 R%u;\n", i
);
7981 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
7983 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
7987 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
7989 shader_addline(buffer
, "}\n");
7991 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
7993 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
7994 &hs
->phases
.fork
[i
], "fork", i
)))
7998 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8000 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8001 &hs
->phases
.join
[i
], "join", i
)))
8005 shader_addline(buffer
, "void main()\n{\n");
8006 shader_addline(buffer
, "hs_control_point_phase();\n");
8008 shader_addline(buffer
, "barrier();\n");
8009 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8010 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8011 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8012 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8013 shader_addline(buffer
, "setup_patch_constant_output();\n");
8014 shader_addline(buffer
, "}\n");
8016 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8017 TRACE("Compiling shader object %u.\n", shader_id
);
8018 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8023 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8024 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8025 const struct ds_compile_args
*args
)
8027 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8029 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8030 shader_glsl_fixup_position(buffer
);
8033 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
8034 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8036 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8037 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8038 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8039 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8040 struct shader_glsl_ctx_priv priv_ctx
;
8043 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8044 priv_ctx
.cur_ds_args
= args
;
8045 priv_ctx
.string_buffers
= string_buffers
;
8047 shader_glsl_add_version_declaration(buffer
, gl_info
);
8049 shader_glsl_enable_extensions(buffer
, gl_info
);
8050 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8052 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8054 shader_addline(buffer
, "layout(");
8055 switch (shader
->u
.ds
.tessellator_domain
)
8057 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8058 shader_addline(buffer
, "isolines");
8060 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8061 shader_addline(buffer
, "quads");
8063 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8064 shader_addline(buffer
, "triangles");
8067 switch (args
->tessellator_output_primitive
)
8069 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8070 if (args
->render_offscreen
)
8071 shader_addline(buffer
, ", ccw");
8073 shader_addline(buffer
, ", cw");
8075 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8076 if (args
->render_offscreen
)
8077 shader_addline(buffer
, ", cw");
8079 shader_addline(buffer
, ", ccw");
8081 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8082 shader_addline(buffer
, ", point_mode");
8084 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8087 switch (args
->tessellator_partitioning
)
8089 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8090 shader_addline(buffer
, ", fractional_odd_spacing");
8092 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8093 shader_addline(buffer
, ", fractional_even_spacing");
8095 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8096 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8097 shader_addline(buffer
, ", equal_spacing");
8100 shader_addline(buffer
, ") in;\n");
8102 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8104 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8105 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8107 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8108 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8109 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8111 shader_addline(buffer
, "void main()\n{\n");
8112 shader_addline(buffer
, "setup_patch_constant_input();\n");
8114 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8117 shader_addline(buffer
, "}\n");
8119 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8120 TRACE("Compiling shader object %u.\n", shader_id
);
8121 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8126 /* Context activation is done by the caller. */
8127 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
8128 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8130 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8131 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8132 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8134 struct shader_glsl_ctx_priv priv_ctx
;
8137 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8138 priv_ctx
.string_buffers
= string_buffers
;
8140 shader_glsl_add_version_declaration(buffer
, gl_info
);
8142 shader_glsl_enable_extensions(buffer
, gl_info
);
8144 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8146 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
8147 if (shader
->u
.gs
.instance_count
> 1)
8148 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8149 shader_addline(buffer
, ") in;\n");
8150 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8151 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
8152 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8154 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8155 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8157 if (is_rasterization_disabled(shader
))
8159 shader_glsl_generate_stream_output_setup(priv
, shader
, &shader
->u
.gs
.so_desc
);
8163 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8164 gl_info
, TRUE
, args
->interpolation_mode
);
8166 shader_addline(buffer
, "void main()\n{\n");
8167 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8169 shader_addline(buffer
, "}\n");
8171 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8172 TRACE("Compiling shader object %u.\n", shader_id
);
8173 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8178 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8180 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8181 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
8182 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8183 const struct wined3d_shader
*shader
= ctx
->shader
;
8185 switch (shader
->reg_maps
.shader_version
.type
)
8187 case WINED3D_SHADER_TYPE_PIXEL
:
8188 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
);
8190 case WINED3D_SHADER_TYPE_VERTEX
:
8191 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8193 case WINED3D_SHADER_TYPE_DOMAIN
:
8194 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8196 case WINED3D_SHADER_TYPE_GEOMETRY
:
8197 case WINED3D_SHADER_TYPE_COMPUTE
:
8200 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8205 /* Context activation is done by the caller. */
8206 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
8207 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8208 const struct wined3d_shader
*shader
)
8210 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8211 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8212 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8213 struct shader_glsl_ctx_priv priv_ctx
;
8217 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8218 priv_ctx
.string_buffers
= string_buffers
;
8220 shader_glsl_add_version_declaration(buffer
, gl_info
);
8222 shader_glsl_enable_extensions(buffer
, gl_info
);
8223 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8225 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8227 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8229 if (reg_maps
->tgsm
[i
].size
)
8230 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8233 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8234 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8236 shader_addline(buffer
, "void main()\n{\n");
8237 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8238 shader_addline(buffer
, "}\n");
8240 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8241 TRACE("Compiling shader object %u.\n", shader_id
);
8242 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8247 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
8248 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8249 struct wined3d_shader
*shader
,
8250 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8252 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8253 struct glsl_shader_private
*shader_data
;
8254 struct ps_np2fixup_info
*np2fixup
;
8259 if (!shader
->backend_data
)
8261 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
8262 if (!shader
->backend_data
)
8264 ERR("Failed to allocate backend data.\n");
8268 shader_data
= shader
->backend_data
;
8269 gl_shaders
= shader_data
->gl_shaders
.ps
;
8271 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8272 * so a linear search is more performant than a hashmap or a binary search
8273 * (cache coherency etc)
8275 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8277 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8279 if (args
->np2_fixup
)
8280 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8281 return gl_shaders
[i
].id
;
8285 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8286 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
8287 if (shader_data
->num_gl_shaders
)
8289 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8290 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
8291 new_size
* sizeof(*gl_shaders
));
8295 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
8300 ERR("Out of memory\n");
8303 shader_data
->gl_shaders
.ps
= new_array
;
8304 shader_data
->shader_array_size
= new_size
;
8305 gl_shaders
= new_array
;
8308 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8310 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8311 memset(np2fixup
, 0, sizeof(*np2fixup
));
8312 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8314 pixelshader_update_resource_types(shader
, args
->tex_types
);
8316 string_buffer_clear(buffer
);
8317 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8318 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8323 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8324 const DWORD use_map
)
8326 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
8327 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
8328 if (stored
->point_size
!= new->point_size
)
8330 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8332 if (stored
->flatshading
!= new->flatshading
)
8334 if (stored
->next_shader_type
!= new->next_shader_type
)
8336 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8338 return stored
->fog_src
== new->fog_src
;
8341 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8342 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8346 DWORD use_map
= context
->stream_info
.use_map
;
8347 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8348 struct glsl_shader_private
*shader_data
;
8351 if (!shader
->backend_data
)
8353 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
8354 if (!shader
->backend_data
)
8356 ERR("Failed to allocate backend data.\n");
8360 shader_data
= shader
->backend_data
;
8361 gl_shaders
= shader_data
->gl_shaders
.vs
;
8363 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8364 * so a linear search is more performant than a hashmap or a binary search
8365 * (cache coherency etc)
8367 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8369 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8370 return gl_shaders
[i
].id
;
8373 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8375 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
8376 if (shader_data
->num_gl_shaders
)
8378 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8379 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
8380 new_size
* sizeof(*gl_shaders
));
8384 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
8389 ERR("Out of memory\n");
8392 shader_data
->gl_shaders
.vs
= new_array
;
8393 shader_data
->shader_array_size
= new_size
;
8394 gl_shaders
= new_array
;
8397 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8399 string_buffer_clear(&priv
->shader_buffer
);
8400 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8401 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8406 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8407 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8409 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8410 struct glsl_shader_private
*shader_data
;
8411 unsigned int new_size
;
8414 if (!shader
->backend_data
)
8416 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8418 ERR("Failed to allocate backend data.\n");
8422 shader_data
= shader
->backend_data
;
8423 gl_shaders
= shader_data
->gl_shaders
.hs
;
8425 if (shader_data
->num_gl_shaders
> 0)
8427 assert(shader_data
->num_gl_shaders
== 1);
8428 return gl_shaders
[0].id
;
8431 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8433 assert(!shader_data
->gl_shaders
.hs
);
8434 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8438 ERR("Failed to allocate GL shaders array.\n");
8441 shader_data
->gl_shaders
.hs
= new_array
;
8442 shader_data
->shader_array_size
= new_size
;
8443 gl_shaders
= new_array
;
8445 string_buffer_clear(&priv
->shader_buffer
);
8446 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8447 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8452 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8453 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8455 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8456 struct glsl_shader_private
*shader_data
;
8457 unsigned int i
, new_size
;
8460 if (!shader
->backend_data
)
8462 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8464 ERR("Failed to allocate backend data.\n");
8468 shader_data
= shader
->backend_data
;
8469 gl_shaders
= shader_data
->gl_shaders
.ds
;
8471 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8473 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8474 return gl_shaders
[i
].id
;
8477 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8479 if (shader_data
->num_gl_shaders
)
8481 new_size
= shader_data
->shader_array_size
+ 1;
8482 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ds
,
8483 new_size
* sizeof(*new_array
));
8487 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8493 ERR("Failed to allocate GL shaders array.\n");
8496 shader_data
->gl_shaders
.ds
= new_array
;
8497 shader_data
->shader_array_size
= new_size
;
8498 gl_shaders
= new_array
;
8500 string_buffer_clear(&priv
->shader_buffer
);
8501 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8502 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8503 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8508 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8509 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8511 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8512 struct glsl_shader_private
*shader_data
;
8513 unsigned int i
, new_size
;
8516 if (!shader
->backend_data
)
8518 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8520 ERR("Failed to allocate backend data.\n");
8524 shader_data
= shader
->backend_data
;
8525 gl_shaders
= shader_data
->gl_shaders
.gs
;
8527 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8529 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8530 return gl_shaders
[i
].id
;
8533 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8535 if (shader_data
->num_gl_shaders
)
8537 new_size
= shader_data
->shader_array_size
+ 1;
8538 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
8539 new_size
* sizeof(*new_array
));
8543 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8549 ERR("Failed to allocate GL shaders array.\n");
8552 shader_data
->gl_shaders
.gs
= new_array
;
8553 shader_data
->shader_array_size
= new_size
;
8554 gl_shaders
= new_array
;
8556 string_buffer_clear(&priv
->shader_buffer
);
8557 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8558 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8559 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8564 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8568 case WINED3D_MCS_MATERIAL
:
8570 case WINED3D_MCS_COLOR1
:
8571 return "ffp_attrib_diffuse";
8572 case WINED3D_MCS_COLOR2
:
8573 return "ffp_attrib_specular";
8575 ERR("Invalid material color source %#x.\n", mcs
);
8580 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8581 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8583 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8584 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8585 if (settings
->localviewer
)
8586 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8588 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8589 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8590 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8593 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8594 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8596 const char *diffuse
, *specular
, *emissive
, *ambient
;
8597 unsigned int i
, idx
;
8599 if (!settings
->lighting
)
8601 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8602 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8606 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8607 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8608 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8609 shader_addline(buffer
, "vec3 dir, dst;\n");
8610 shader_addline(buffer
, "float att, t;\n");
8612 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8613 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8614 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8615 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8618 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8620 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8621 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8622 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8623 shader_addline(buffer
, "dst.x = 1.0;\n");
8624 if (legacy_lighting
)
8626 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8627 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8628 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8632 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8634 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8635 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8636 if (!legacy_lighting
)
8637 shader_addline(buffer
, "att = 1.0 / att;\n");
8638 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8639 if (!settings
->normal
)
8641 shader_addline(buffer
, "}\n");
8644 shader_addline(buffer
, "dir = normalize(dir);\n");
8645 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8646 shader_addline(buffer
, "}\n");
8649 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8651 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8652 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8653 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8654 shader_addline(buffer
, "dst.x = 1.0;\n");
8655 if (legacy_lighting
)
8657 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8658 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8659 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8663 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8665 shader_addline(buffer
, "dir = normalize(dir);\n");
8666 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8667 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8668 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8669 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8670 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8671 idx
, idx
, idx
, idx
);
8672 if (legacy_lighting
)
8673 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8674 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8677 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8678 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8680 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8681 if (!settings
->normal
)
8683 shader_addline(buffer
, "}\n");
8686 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8687 shader_addline(buffer
, "}\n");
8690 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8692 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8693 if (!settings
->normal
)
8695 shader_addline(buffer
, "att = 1.0;\n");
8696 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8697 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8700 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8702 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8703 if (!settings
->normal
)
8705 shader_addline(buffer
, "att = 1.0;\n");
8706 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8707 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8710 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8711 ambient
, diffuse
, emissive
);
8712 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8713 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8716 /* Context activation is done by the caller. */
8717 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8718 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8720 static const struct attrib_info
8723 const char name
[24];
8727 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8728 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8729 /* TODO: Indexed vertex blending */
8730 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8731 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8732 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8733 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8734 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8736 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8737 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8738 BOOL output_legacy_fogcoord
= legacy_syntax
;
8739 BOOL legacy_lighting
= priv
->legacy_lighting
;
8743 string_buffer_clear(buffer
);
8745 shader_glsl_add_version_declaration(buffer
, gl_info
);
8747 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8748 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8750 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8752 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8754 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8755 shader_addline(buffer
, "layout(location = %u) ", i
);
8756 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8758 shader_addline(buffer
, "\n");
8760 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8761 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8762 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8763 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
8765 shader_addline(buffer
, "uniform struct\n{\n");
8766 shader_addline(buffer
, " vec4 emissive;\n");
8767 shader_addline(buffer
, " vec4 ambient;\n");
8768 shader_addline(buffer
, " vec4 diffuse;\n");
8769 shader_addline(buffer
, " vec4 specular;\n");
8770 shader_addline(buffer
, " float shininess;\n");
8771 shader_addline(buffer
, "} ffp_material;\n");
8773 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8774 shader_addline(buffer
, "uniform struct\n{\n");
8775 shader_addline(buffer
, " vec4 diffuse;\n");
8776 shader_addline(buffer
, " vec4 specular;\n");
8777 shader_addline(buffer
, " vec4 ambient;\n");
8778 shader_addline(buffer
, " vec4 position;\n");
8779 shader_addline(buffer
, " vec3 direction;\n");
8780 shader_addline(buffer
, " float range;\n");
8781 shader_addline(buffer
, " float falloff;\n");
8782 shader_addline(buffer
, " float c_att;\n");
8783 shader_addline(buffer
, " float l_att;\n");
8784 shader_addline(buffer
, " float q_att;\n");
8785 shader_addline(buffer
, " float cos_htheta;\n");
8786 shader_addline(buffer
, " float cos_hphi;\n");
8787 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
8789 if (settings
->point_size
)
8791 shader_addline(buffer
, "uniform struct\n{\n");
8792 shader_addline(buffer
, " float size;\n");
8793 shader_addline(buffer
, " float size_min;\n");
8794 shader_addline(buffer
, " float size_max;\n");
8795 shader_addline(buffer
, " float c_att;\n");
8796 shader_addline(buffer
, " float l_att;\n");
8797 shader_addline(buffer
, " float q_att;\n");
8798 shader_addline(buffer
, "} ffp_point;\n");
8803 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8804 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8805 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8806 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8810 if (settings
->clipping
)
8811 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8813 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8814 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8815 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8816 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8819 shader_addline(buffer
, "\nvoid main()\n{\n");
8820 shader_addline(buffer
, "float m;\n");
8821 shader_addline(buffer
, "vec3 r;\n");
8823 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
8825 if (attrib_info
[i
].name
[0])
8826 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
8827 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
8829 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8831 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
8832 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
8833 && settings
->texcoords
& (1u << i
))
8834 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
8837 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
8839 if (settings
->transformed
)
8841 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
8842 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8843 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
8847 for (i
= 0; i
< settings
->vertexblends
; ++i
)
8848 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
8850 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
8851 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8852 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
8854 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8855 if (settings
->clipping
)
8858 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
8860 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8861 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
8863 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
8866 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
8867 if (settings
->normal
)
8869 if (!settings
->vertexblends
)
8871 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
8875 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8876 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
8879 if (settings
->normalize
)
8880 shader_addline(buffer
, "normal = normalize(normal);\n");
8883 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
8886 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
8887 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
8891 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
8892 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
8895 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8897 BOOL output_legacy_texcoord
= legacy_syntax
;
8899 switch (settings
->texgen
[i
] & 0xffff0000)
8901 case WINED3DTSS_TCI_PASSTHRU
:
8902 if (settings
->texcoords
& (1u << i
))
8903 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
8905 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
8906 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
8908 output_legacy_texcoord
= FALSE
;
8911 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
8912 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
8915 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
8916 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
8919 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
8920 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8921 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
8924 case WINED3DTSS_TCI_SPHEREMAP
:
8925 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
8926 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
8927 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8928 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
8932 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
8935 if (output_legacy_texcoord
)
8936 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
8939 switch (settings
->fog_mode
)
8941 case WINED3D_FFP_VS_FOG_OFF
:
8942 output_legacy_fogcoord
= FALSE
;
8945 case WINED3D_FFP_VS_FOG_FOGCOORD
:
8946 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
8949 case WINED3D_FFP_VS_FOG_RANGE
:
8950 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
8953 case WINED3D_FFP_VS_FOG_DEPTH
:
8954 if (settings
->ortho_fog
)
8956 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
8957 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
8959 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
8960 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
8962 else if (settings
->transformed
)
8964 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
8968 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
8973 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
8976 if (output_legacy_fogcoord
)
8977 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
8979 if (settings
->point_size
)
8981 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
8982 " + ffp_point.l_att * length(ec_pos.xyz)"
8983 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
8984 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
8985 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
8988 shader_addline(buffer
, "}\n");
8990 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8991 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
8996 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
8997 DWORD argnum
, unsigned int stage
, DWORD arg
)
9001 if (arg
== ARG_UNUSED
)
9002 return "<unused arg>";
9004 switch (arg
& WINED3DTA_SELECTMASK
)
9006 case WINED3DTA_DIFFUSE
:
9007 ret
= "ffp_varying_diffuse";
9010 case WINED3DTA_CURRENT
:
9014 case WINED3DTA_TEXTURE
:
9017 case 0: ret
= "tex0"; break;
9018 case 1: ret
= "tex1"; break;
9019 case 2: ret
= "tex2"; break;
9020 case 3: ret
= "tex3"; break;
9021 case 4: ret
= "tex4"; break;
9022 case 5: ret
= "tex5"; break;
9023 case 6: ret
= "tex6"; break;
9024 case 7: ret
= "tex7"; break;
9026 ret
= "<invalid texture>";
9031 case WINED3DTA_TFACTOR
:
9035 case WINED3DTA_SPECULAR
:
9036 ret
= "ffp_varying_specular";
9039 case WINED3DTA_TEMP
:
9043 case WINED3DTA_CONSTANT
:
9046 case 0: ret
= "tss_const0"; break;
9047 case 1: ret
= "tss_const1"; break;
9048 case 2: ret
= "tss_const2"; break;
9049 case 3: ret
= "tss_const3"; break;
9050 case 4: ret
= "tss_const4"; break;
9051 case 5: ret
= "tss_const5"; break;
9052 case 6: ret
= "tss_const6"; break;
9053 case 7: ret
= "tss_const7"; break;
9055 ret
= "<invalid constant>";
9061 return "<unhandled arg>";
9064 if (arg
& WINED3DTA_COMPLEMENT
)
9066 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9069 else if (argnum
== 1)
9071 else if (argnum
== 2)
9075 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9077 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9080 else if (argnum
== 1)
9082 else if (argnum
== 2)
9089 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9090 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9092 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9102 dstreg
= "temp_reg";
9106 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9107 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9108 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9112 case WINED3D_TOP_DISABLE
:
9115 case WINED3D_TOP_SELECT_ARG1
:
9116 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9119 case WINED3D_TOP_SELECT_ARG2
:
9120 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9123 case WINED3D_TOP_MODULATE
:
9124 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9127 case WINED3D_TOP_MODULATE_4X
:
9128 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9129 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9132 case WINED3D_TOP_MODULATE_2X
:
9133 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9134 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9137 case WINED3D_TOP_ADD
:
9138 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9139 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9142 case WINED3D_TOP_ADD_SIGNED
:
9143 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9144 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9147 case WINED3D_TOP_ADD_SIGNED_2X
:
9148 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9149 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9152 case WINED3D_TOP_SUBTRACT
:
9153 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9154 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9157 case WINED3D_TOP_ADD_SMOOTH
:
9158 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9159 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9162 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9163 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9164 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9165 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9168 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9169 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9170 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9171 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9174 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9175 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9176 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9177 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9180 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9181 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9182 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9183 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9186 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9187 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9188 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9189 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9192 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9193 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9194 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9197 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9198 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9199 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9202 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9203 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9204 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9206 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9207 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9208 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9211 case WINED3D_TOP_BUMPENVMAP
:
9212 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9213 /* These are handled in the first pass, nothing to do. */
9216 case WINED3D_TOP_DOTPRODUCT3
:
9217 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9218 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9221 case WINED3D_TOP_MULTIPLY_ADD
:
9222 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9223 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9226 case WINED3D_TOP_LERP
:
9227 /* MSDN isn't quite right here. */
9228 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9229 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9233 FIXME("Unhandled operation %#x.\n", op
);
9238 /* Context activation is done by the caller. */
9239 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9240 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
9242 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9243 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9244 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9245 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9246 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9247 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9248 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9249 UINT lowest_disabled_stage
;
9251 DWORD arg0
, arg1
, arg2
;
9254 string_buffer_clear(buffer
);
9256 /* Find out which textures are read */
9257 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9259 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9262 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9263 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9264 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9266 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9267 || (stage
== 0 && settings
->color_key_enabled
))
9268 tex_map
|= 1u << stage
;
9269 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9270 tfactor_used
= TRUE
;
9271 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9272 tempreg_used
= TRUE
;
9273 if (settings
->op
[stage
].dst
== tempreg
)
9274 tempreg_used
= TRUE
;
9275 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9276 tss_const_map
|= 1u << stage
;
9278 switch (settings
->op
[stage
].cop
)
9280 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9281 lum_map
|= 1u << stage
;
9283 case WINED3D_TOP_BUMPENVMAP
:
9284 bump_map
|= 1u << stage
;
9286 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9287 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9288 tex_map
|= 1u << stage
;
9291 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9292 tfactor_used
= TRUE
;
9299 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9302 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9303 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9304 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9306 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9307 tex_map
|= 1u << stage
;
9308 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9309 tfactor_used
= TRUE
;
9310 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9311 tempreg_used
= TRUE
;
9312 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9313 tss_const_map
|= 1u << stage
;
9315 lowest_disabled_stage
= stage
;
9317 shader_glsl_add_version_declaration(buffer
, gl_info
);
9319 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9320 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9321 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9322 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9323 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9324 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9326 if (!needs_legacy_glsl_syntax(gl_info
))
9328 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9329 shader_addline(buffer
, "layout(location = 0) ");
9330 shader_addline(buffer
, "out vec4 ps_out[1];\n");
9333 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9334 shader_addline(buffer
, "vec4 ret;\n");
9335 if (tempreg_used
|| settings
->sRGB_write
)
9336 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9337 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9339 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9341 const char *sampler_type
;
9343 if (tss_const_map
& (1u << stage
))
9344 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9346 if (!(tex_map
& (1u << stage
)))
9349 switch (settings
->op
[stage
].tex_type
)
9351 case WINED3D_GL_RES_TYPE_TEX_1D
:
9352 sampler_type
= "1D";
9354 case WINED3D_GL_RES_TYPE_TEX_2D
:
9355 sampler_type
= "2D";
9357 case WINED3D_GL_RES_TYPE_TEX_3D
:
9358 sampler_type
= "3D";
9360 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9361 sampler_type
= "Cube";
9363 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9364 sampler_type
= "2DRect";
9367 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9368 sampler_type
= NULL
;
9373 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9374 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9375 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9378 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9380 if (!(bump_map
& (1u << stage
)))
9382 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9384 if (!(lum_map
& (1u << stage
)))
9386 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9387 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9390 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9391 if (settings
->color_key_enabled
)
9392 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9393 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9395 if (settings
->sRGB_write
)
9397 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9398 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9399 shader_addline(buffer
, ";\n");
9400 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9401 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9402 shader_addline(buffer
, ";\n");
9405 shader_addline(buffer
, "uniform struct\n{\n");
9406 shader_addline(buffer
, " vec4 color;\n");
9407 shader_addline(buffer
, " float density;\n");
9408 shader_addline(buffer
, " float end;\n");
9409 shader_addline(buffer
, " float scale;\n");
9410 shader_addline(buffer
, "} ffp_fog;\n");
9412 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9413 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9417 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9418 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9419 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9420 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9421 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9425 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9426 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9427 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9428 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9429 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9432 shader_addline(buffer
, "void main()\n{\n");
9436 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9437 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9440 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9442 if (tex_map
& (1u << stage
))
9444 if (settings
->pointsprite
)
9445 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9446 else if (settings
->texcoords_initialized
& (1u << stage
))
9447 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9448 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9450 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9454 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9455 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9457 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9458 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9460 /* Generate texture sampling instructions */
9461 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9463 const char *texture_function
, *coord_mask
;
9466 if (!(tex_map
& (1u << stage
)))
9469 if (settings
->op
[stage
].projected
== proj_none
)
9473 else if (settings
->op
[stage
].projected
== proj_count4
9474 || settings
->op
[stage
].projected
== proj_count3
)
9480 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9484 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9487 switch (settings
->op
[stage
].tex_type
)
9489 case WINED3D_GL_RES_TYPE_TEX_1D
:
9492 texture_function
= "texture1DProj";
9497 texture_function
= "texture1D";
9501 case WINED3D_GL_RES_TYPE_TEX_2D
:
9504 texture_function
= "texture2DProj";
9509 texture_function
= "texture2D";
9513 case WINED3D_GL_RES_TYPE_TEX_3D
:
9516 texture_function
= "texture3DProj";
9517 coord_mask
= "xyzw";
9521 texture_function
= "texture3D";
9525 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9526 texture_function
= "textureCube";
9529 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9532 texture_function
= "texture2DRectProj";
9537 texture_function
= "texture2DRect";
9542 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9543 texture_function
= "";
9544 coord_mask
= "xyzw";
9548 texture_function
= proj
? "textureProj" : "texture";
9551 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9552 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9554 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9556 /* With projective textures, texbem only divides the static
9557 * texture coord, not the displacement, so multiply the
9558 * displacement with the dividing parameter before passing it to
9560 if (settings
->op
[stage
].projected
!= proj_none
)
9562 if (settings
->op
[stage
].projected
== proj_count4
)
9564 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9566 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9570 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9572 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9577 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9580 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9581 stage
, texture_function
, stage
, coord_mask
);
9583 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9584 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9585 stage
, stage
- 1, stage
- 1, stage
- 1);
9587 else if (settings
->op
[stage
].projected
== proj_count3
)
9589 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9590 stage
, texture_function
, stage
, stage
);
9594 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9595 stage
, texture_function
, stage
, stage
, coord_mask
);
9598 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9599 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9600 settings
->op
[stage
].color_fixup
);
9603 if (settings
->color_key_enabled
)
9605 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9606 shader_addline(buffer
, " discard;\n");
9609 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9611 /* Generate the main shader */
9612 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9616 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9619 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9620 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9621 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9622 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9623 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9624 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9625 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9626 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9627 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9628 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9629 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9630 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9632 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9633 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9634 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9635 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9637 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9639 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9640 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9641 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9645 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
9646 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9647 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9649 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9650 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9652 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9653 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9654 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9655 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
9656 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9657 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9661 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9662 get_fragment_output(gl_info
));
9664 if (settings
->sRGB_write
)
9665 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9667 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9669 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9671 shader_addline(buffer
, "}\n");
9673 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9674 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9676 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9680 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9681 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9683 struct glsl_ffp_vertex_shader
*shader
;
9684 const struct wine_rb_entry
*entry
;
9686 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9687 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9689 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
9692 shader
->desc
.settings
= *settings
;
9693 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9694 list_init(&shader
->linked_programs
);
9695 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9696 ERR("Failed to insert ffp vertex shader.\n");
9701 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9702 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
9704 struct glsl_ffp_fragment_shader
*glsl_desc
;
9705 const struct ffp_frag_desc
*desc
;
9707 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9708 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9710 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
9713 glsl_desc
->entry
.settings
= *args
;
9714 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
9715 list_init(&glsl_desc
->linked_programs
);
9716 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9722 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9723 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9726 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9728 for (i
= 0; i
< vs_c_count
; ++i
)
9730 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9731 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9733 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9735 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9737 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9738 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9741 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9743 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9744 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9747 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9749 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9751 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9752 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9754 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9755 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9756 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9758 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9759 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9761 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9762 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9763 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9764 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9765 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9766 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9767 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
9769 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9770 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9771 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9772 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9773 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9774 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9775 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9776 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9777 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9778 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9779 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9780 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9781 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9782 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9783 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9784 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9785 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9786 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9787 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9788 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9789 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9790 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9791 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9792 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9794 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
9795 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
9796 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
9797 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
9798 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
9799 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
9800 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
9802 string_buffer_release(&priv
->string_buffers
, name
);
9805 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9806 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
9808 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9811 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9812 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
9814 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9817 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9818 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
9821 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9823 for (i
= 0; i
< ps_c_count
; ++i
)
9825 string_buffer_sprintf(name
, "ps_c[%u]", i
);
9826 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9828 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
9830 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9832 string_buffer_sprintf(name
, "ps_i[%u]", i
);
9833 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9836 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9838 string_buffer_sprintf(name
, "ps_b[%u]", i
);
9839 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9842 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9844 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
9845 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9846 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
9847 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9848 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
9849 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9850 string_buffer_sprintf(name
, "tss_const%u", i
);
9851 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9854 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
9855 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
9857 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
9858 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
9859 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
9860 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
9862 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
9864 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
9865 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
9866 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
9868 string_buffer_release(&priv
->string_buffers
, name
);
9871 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
9872 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
9874 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9875 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9876 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9877 struct glsl_cs_compiled_shader
*gl_shaders
;
9878 struct glsl_shader_private
*shader_data
;
9879 struct glsl_shader_prog_link
*entry
;
9880 GLuint shader_id
, program_id
;
9882 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
9884 ERR("Out of memory.\n");
9885 return E_OUTOFMEMORY
;
9888 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
9890 ERR("Failed to allocate backend data.\n");
9891 HeapFree(GetProcessHeap(), 0, entry
);
9892 return E_OUTOFMEMORY
;
9894 shader_data
= shader
->backend_data
;
9895 gl_shaders
= shader_data
->gl_shaders
.cs
;
9897 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
9899 ERR("Failed to allocate GL shader array.\n");
9900 HeapFree(GetProcessHeap(), 0, entry
);
9901 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9902 shader
->backend_data
= NULL
;
9903 return E_OUTOFMEMORY
;
9905 shader_data
->shader_array_size
= 1;
9906 gl_shaders
= shader_data
->gl_shaders
.cs
;
9908 TRACE("Compiling compute shader %p.\n", shader
);
9910 string_buffer_clear(buffer
);
9911 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
9912 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
9914 program_id
= GL_EXTCALL(glCreateProgram());
9915 TRACE("Created new GLSL shader program %u.\n", program_id
);
9917 entry
->id
= program_id
;
9923 entry
->cs
.id
= shader_id
;
9924 entry
->constant_version
= 0;
9925 entry
->shader_controlled_clip_distances
= 0;
9926 entry
->ps
.np2_fixup_info
= NULL
;
9927 add_glsl_program_entry(priv
, entry
);
9929 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
9930 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
9931 checkGLcall("glAttachShader");
9933 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
9935 TRACE("Linking GLSL shader program %u.\n", program_id
);
9936 GL_EXTCALL(glLinkProgram(program_id
));
9937 shader_glsl_validate_link(gl_info
, program_id
);
9939 GL_EXTCALL(glUseProgram(program_id
));
9940 checkGLcall("glUseProgram");
9941 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
9942 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
9944 entry
->constant_update_mask
= 0;
9946 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
9947 checkGLcall("glUseProgram");
9951 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
9952 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
9954 struct glsl_shader_private
*shader_data
;
9956 if (!shader
->backend_data
)
9958 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
9959 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
9961 ERR("Failed to compile compute shader %p.\n", shader
);
9965 shader_data
= shader
->backend_data
;
9966 return shader_data
->gl_shaders
.cs
[0].id
;
9969 /* Context activation is done by the caller. */
9970 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
9971 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
9973 struct glsl_shader_prog_link
*entry
;
9974 struct wined3d_shader
*shader
;
9975 struct glsl_program_key key
;
9978 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
9981 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
9983 WARN("Compute shader is NULL.\n");
9984 ctx_data
->glsl_program
= NULL
;
9988 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
9989 memset(&key
, 0, sizeof(key
));
9991 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
9992 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
9993 ctx_data
->glsl_program
= entry
;
9996 /* Context activation is done by the caller. */
9997 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
9998 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10000 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
10001 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10002 const struct wined3d_shader
*pre_rasterization_shader
;
10003 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10004 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10005 struct glsl_shader_prog_link
*entry
= NULL
;
10006 struct wined3d_shader
*vshader
= NULL
;
10007 struct wined3d_shader
*pshader
= NULL
;
10008 GLuint reorder_shader_id
= 0;
10009 struct glsl_program_key key
;
10017 struct list
*ps_list
, *vs_list
;
10019 struct wined3d_string_buffer
*tmp_name
;
10021 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10023 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10024 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10027 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10029 else if (use_vs(state
))
10031 struct vs_compile_args vs_compile_args
;
10033 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10035 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, context
);
10036 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
10037 vs_list
= &vshader
->linked_programs
;
10039 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10041 struct glsl_ffp_vertex_shader
*ffp_shader
;
10042 struct wined3d_ffp_vs_settings settings
;
10044 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
10045 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10046 vs_id
= ffp_shader
->id
;
10047 vs_list
= &ffp_shader
->linked_programs
;
10050 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10051 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10052 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10054 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
10056 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10057 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10059 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10063 struct ds_compile_args args
;
10065 find_ds_compile_args(state
, dshader
, &args
, context
);
10066 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
10069 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10070 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10072 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10076 struct gs_compile_args args
;
10078 find_gs_compile_args(state
, gshader
, &args
, context
);
10079 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
10082 /* A pixel shader is not used when rasterization is disabled. */
10083 if (is_rasterization_disabled(gshader
))
10088 else if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10090 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10091 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10094 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10096 else if (use_ps(state
))
10098 struct ps_compile_args ps_compile_args
;
10099 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10100 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
10101 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
10102 pshader
, &ps_compile_args
, &np2fixup_info
);
10103 ps_list
= &pshader
->linked_programs
;
10105 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10106 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10108 struct glsl_ffp_fragment_shader
*ffp_shader
;
10109 struct ffp_frag_settings settings
;
10111 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
10112 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
10113 ps_id
= ffp_shader
->id
;
10114 ps_list
= &ffp_shader
->linked_programs
;
10123 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10125 ctx_data
->glsl_program
= entry
;
10129 /* If we get to this point, then no matching program exists, so we create one */
10130 program_id
= GL_EXTCALL(glCreateProgram());
10131 TRACE("Created new GLSL shader program %u.\n", program_id
);
10133 /* Create the entry */
10134 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
10135 entry
->id
= program_id
;
10136 entry
->vs
.id
= vs_id
;
10137 entry
->hs
.id
= hs_id
;
10138 entry
->ds
.id
= ds_id
;
10139 entry
->gs
.id
= gs_id
;
10140 entry
->ps
.id
= ps_id
;
10142 entry
->constant_version
= 0;
10143 entry
->shader_controlled_clip_distances
= 0;
10144 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10145 /* Add the hash table entry */
10146 add_glsl_program_entry(priv
, entry
);
10148 /* Set the current program */
10149 ctx_data
->glsl_program
= entry
;
10151 /* Attach GLSL vshader */
10154 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10155 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10156 checkGLcall("glAttachShader");
10158 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10163 attribs_map
= vshader
->reg_maps
.input_registers
;
10164 if (vshader
->reg_maps
.shader_version
.major
< 4)
10166 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10167 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
10168 d3d_info
->emulated_flatshading
10169 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10170 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10171 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10172 checkGLcall("glAttachShader");
10173 /* Flag the reorder function for deletion, it will be freed
10174 * automatically when the program is destroyed. */
10175 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10180 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10183 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10185 /* Bind vertex attributes to a corresponding index number to match
10186 * the same index numbers as ARB_vertex_programs (makes loading
10187 * vertex attributes simpler). With this method, we can use the
10188 * exact same code to load the attributes later for both ARB and
10191 * We have to do this here because we need to know the Program ID
10192 * in order to make the bindings work, and it has to be done prior
10193 * to linking the GLSL program. */
10194 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10195 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10197 if (!(attribs_map
& 1))
10200 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10201 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10202 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10204 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10205 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10206 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10207 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10210 checkGLcall("glBindAttribLocation");
10211 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10213 if (!needs_legacy_glsl_syntax(gl_info
))
10215 GL_EXTCALL(glBindFragDataLocation(program_id
, 0, "ps_out"));
10216 checkGLcall("glBindFragDataLocation");
10222 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10223 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10224 checkGLcall("glAttachShader");
10226 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10231 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10232 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10233 checkGLcall("glAttachShader");
10235 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10240 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10241 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10242 checkGLcall("glAttachShader");
10244 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
10246 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10249 /* Attach GLSL pshader */
10252 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10253 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10254 checkGLcall("glAttachShader");
10256 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10259 /* Link the program */
10260 TRACE("Linking GLSL shader program %u.\n", program_id
);
10261 GL_EXTCALL(glLinkProgram(program_id
));
10262 shader_glsl_validate_link(gl_info
, program_id
);
10264 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10265 vshader
? vshader
->limits
->constant_float
: 0);
10266 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10267 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10268 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10269 pshader
? pshader
->limits
->constant_float
: 0);
10270 checkGLcall("find glsl program uniform locations");
10272 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10273 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10275 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10276 entry
->shader_controlled_clip_distances
= 1;
10277 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10280 if (needs_legacy_glsl_syntax(gl_info
))
10282 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10283 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10285 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10286 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10290 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10295 /* With core profile we never change vertex_color_clamp from
10296 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10297 * glClampColorARB(). */
10298 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10301 /* Set the shader to allow uniform loading on it */
10302 GL_EXTCALL(glUseProgram(program_id
));
10303 checkGLcall("glUseProgram");
10305 entry
->constant_update_mask
= 0;
10308 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10309 if (vshader
->reg_maps
.integer_constants
)
10310 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10311 if (vshader
->reg_maps
.boolean_constants
)
10312 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10313 if (entry
->vs
.pos_fixup_location
!= -1)
10314 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10316 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10320 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10321 | WINED3D_SHADER_CONST_FFP_PROJ
;
10323 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10325 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10327 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10332 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10334 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10336 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10340 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10341 || entry
->vs
.material_specular_location
!= -1
10342 || entry
->vs
.material_emissive_location
!= -1
10343 || entry
->vs
.material_shininess_location
!= -1)
10344 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10345 if (entry
->vs
.light_ambient_location
!= -1)
10346 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10348 if (entry
->vs
.clip_planes_location
!= -1)
10349 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10350 if (entry
->vs
.pointsize_min_location
!= -1)
10351 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10354 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10358 if (entry
->ds
.pos_fixup_location
!= -1)
10359 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10361 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10366 if (entry
->gs
.pos_fixup_location
!= -1)
10367 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10369 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10376 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10377 if (pshader
->reg_maps
.integer_constants
)
10378 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10379 if (pshader
->reg_maps
.boolean_constants
)
10380 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10381 if (entry
->ps
.ycorrection_location
!= -1)
10382 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10384 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10385 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10389 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10391 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10394 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10396 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10398 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10403 if (entry
->ps
.fog_color_location
!= -1)
10404 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10405 if (entry
->ps
.alpha_test_ref_location
!= -1)
10406 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10407 if (entry
->ps
.np2_fixup_location
!= -1)
10408 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10409 if (entry
->ps
.color_key_location
!= -1)
10410 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10414 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10416 struct wined3d_device
*device
= shader
->device
;
10417 struct wined3d_context
*context
;
10419 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10421 context
= context_acquire(device
, NULL
, 0);
10422 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10423 context_release(context
);
10427 /* Context activation is done by the caller. */
10428 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10429 const struct wined3d_state
*state
)
10431 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10432 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10433 struct shader_glsl_priv
*priv
= shader_priv
;
10434 struct glsl_shader_prog_link
*glsl_program
;
10435 GLenum current_vertex_color_clamp
;
10436 GLuint program_id
, prev_id
;
10438 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10439 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10441 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10442 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10443 glsl_program
= ctx_data
->glsl_program
;
10447 program_id
= glsl_program
->id
;
10448 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10449 if (glsl_program
->shader_controlled_clip_distances
)
10450 context_enable_clip_distances(context
, glsl_program
->clip_distance_mask
);
10455 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10458 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10460 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10461 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10463 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10464 checkGLcall("glClampColorARB");
10468 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10472 TRACE("Using GLSL program %u.\n", program_id
);
10474 if (prev_id
!= program_id
)
10476 GL_EXTCALL(glUseProgram(program_id
));
10477 checkGLcall("glUseProgram");
10480 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10483 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10486 /* Context activation is done by the caller. */
10487 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10488 const struct wined3d_state
*state
)
10490 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10491 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10492 struct shader_glsl_priv
*priv
= shader_priv
;
10493 GLuint program_id
, prev_id
;
10495 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10496 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10497 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10499 TRACE("Using GLSL program %u.\n", program_id
);
10501 if (prev_id
!= program_id
)
10503 GL_EXTCALL(glUseProgram(program_id
));
10504 checkGLcall("glUseProgram");
10507 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10508 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10509 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10510 | (1u << WINED3D_SHADER_TYPE_HULL
)
10511 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10514 /* "context" is not necessarily the currently active context. */
10515 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10517 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10519 ctx_data
->glsl_program
= NULL
;
10520 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10521 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10522 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10523 | (1u << WINED3D_SHADER_TYPE_HULL
)
10524 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10525 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10528 /* Context activation is done by the caller. */
10529 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10531 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10532 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10533 struct shader_glsl_priv
*priv
= shader_priv
;
10535 shader_glsl_invalidate_current_program(context
);
10536 GL_EXTCALL(glUseProgram(0));
10537 checkGLcall("glUseProgram");
10539 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10540 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10542 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10544 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10545 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10546 checkGLcall("glClampColorARB");
10550 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10551 const struct glsl_shader_prog_link
*program
)
10553 const struct glsl_context_data
*ctx_data
;
10554 struct wined3d_context
*context
;
10557 for (i
= 0; i
< device
->context_count
; ++i
)
10559 context
= device
->contexts
[i
];
10560 ctx_data
= context
->shader_backend_data
;
10562 if (ctx_data
->glsl_program
== program
)
10563 shader_glsl_invalidate_current_program(context
);
10567 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10569 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10570 struct wined3d_device
*device
= shader
->device
;
10571 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10572 const struct wined3d_gl_info
*gl_info
;
10573 const struct list
*linked_programs
;
10574 struct wined3d_context
*context
;
10576 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10578 HeapFree(GetProcessHeap(), 0, shader_data
);
10579 shader
->backend_data
= NULL
;
10583 context
= context_acquire(device
, NULL
, 0);
10584 gl_info
= context
->gl_info
;
10586 TRACE("Deleting linked programs.\n");
10587 linked_programs
= &shader
->linked_programs
;
10588 if (linked_programs
->next
)
10590 struct glsl_shader_prog_link
*entry
, *entry2
;
10593 switch (shader
->reg_maps
.shader_version
.type
)
10595 case WINED3D_SHADER_TYPE_PIXEL
:
10597 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10599 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10601 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10602 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10603 checkGLcall("glDeleteShader");
10605 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
10607 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10608 struct glsl_shader_prog_link
, ps
.shader_entry
)
10610 shader_glsl_invalidate_contexts_program(device
, entry
);
10611 delete_glsl_program_entry(priv
, gl_info
, entry
);
10617 case WINED3D_SHADER_TYPE_VERTEX
:
10619 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10621 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10623 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10624 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10625 checkGLcall("glDeleteShader");
10627 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
10629 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10630 struct glsl_shader_prog_link
, vs
.shader_entry
)
10632 shader_glsl_invalidate_contexts_program(device
, entry
);
10633 delete_glsl_program_entry(priv
, gl_info
, entry
);
10639 case WINED3D_SHADER_TYPE_HULL
:
10641 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10643 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10645 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10646 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10647 checkGLcall("glDeleteShader");
10649 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.hs
);
10651 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10652 struct glsl_shader_prog_link
, hs
.shader_entry
)
10654 shader_glsl_invalidate_contexts_program(device
, entry
);
10655 delete_glsl_program_entry(priv
, gl_info
, entry
);
10661 case WINED3D_SHADER_TYPE_DOMAIN
:
10663 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10665 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10667 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10668 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10669 checkGLcall("glDeleteShader");
10671 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ds
);
10673 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10674 struct glsl_shader_prog_link
, ds
.shader_entry
)
10676 shader_glsl_invalidate_contexts_program(device
, entry
);
10677 delete_glsl_program_entry(priv
, gl_info
, entry
);
10683 case WINED3D_SHADER_TYPE_GEOMETRY
:
10685 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10687 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10689 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10690 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10691 checkGLcall("glDeleteShader");
10693 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
10695 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10696 struct glsl_shader_prog_link
, gs
.shader_entry
)
10698 shader_glsl_invalidate_contexts_program(device
, entry
);
10699 delete_glsl_program_entry(priv
, gl_info
, entry
);
10705 case WINED3D_SHADER_TYPE_COMPUTE
:
10707 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10709 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10711 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10712 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10713 checkGLcall("glDeleteShader");
10715 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
10717 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10718 struct glsl_shader_prog_link
, cs
.shader_entry
)
10720 shader_glsl_invalidate_contexts_program(device
, entry
);
10721 delete_glsl_program_entry(priv
, gl_info
, entry
);
10728 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10733 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
10734 shader
->backend_data
= NULL
;
10736 context_release(context
);
10739 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10741 const struct glsl_program_key
*k
= key
;
10742 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10743 const struct glsl_shader_prog_link
, program_lookup_entry
);
10745 if (k
->vs_id
> prog
->vs
.id
) return 1;
10746 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10748 if (k
->gs_id
> prog
->gs
.id
) return 1;
10749 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10751 if (k
->ps_id
> prog
->ps
.id
) return 1;
10752 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10754 if (k
->hs_id
> prog
->hs
.id
) return 1;
10755 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10757 if (k
->ds_id
> prog
->ds
.id
) return 1;
10758 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10760 if (k
->cs_id
> prog
->cs
.id
) return 1;
10761 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10766 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10768 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10769 + constant_count
* sizeof(*heap
->contained
)
10770 + constant_count
* sizeof(*heap
->positions
);
10771 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
10775 ERR("Failed to allocate memory\n");
10779 heap
->entries
= mem
;
10780 heap
->entries
[1].version
= 0;
10781 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10782 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10783 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10789 static void constant_heap_free(struct constant_heap
*heap
)
10791 HeapFree(GetProcessHeap(), 0, heap
->entries
);
10794 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
10795 const struct fragment_pipeline
*fragment_pipe
)
10797 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
10798 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
10799 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
10800 struct fragment_caps fragment_caps
;
10801 void *vertex_priv
, *fragment_priv
;
10803 string_buffer_list_init(&priv
->string_buffers
);
10805 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
10807 ERR("Failed to initialize vertex pipe.\n");
10808 HeapFree(GetProcessHeap(), 0, priv
);
10812 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
10814 ERR("Failed to initialize fragment pipe.\n");
10815 vertex_pipe
->vp_free(device
);
10816 HeapFree(GetProcessHeap(), 0, priv
);
10820 if (!string_buffer_init(&priv
->shader_buffer
))
10822 ERR("Failed to initialize shader buffer.\n");
10826 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
10828 ERR("Failed to allocate memory.\n");
10832 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
10834 ERR("Failed to initialize vertex shader constant heap\n");
10838 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
10840 ERR("Failed to initialize pixel shader constant heap\n");
10844 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
10846 priv
->next_constant_version
= 1;
10847 priv
->vertex_pipe
= vertex_pipe
;
10848 priv
->fragment_pipe
= fragment_pipe
;
10849 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
10850 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
10851 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
10853 device
->vertex_priv
= vertex_priv
;
10854 device
->fragment_priv
= fragment_priv
;
10855 device
->shader_priv
= priv
;
10860 constant_heap_free(&priv
->pconst_heap
);
10861 constant_heap_free(&priv
->vconst_heap
);
10862 HeapFree(GetProcessHeap(), 0, priv
->stack
);
10863 string_buffer_free(&priv
->shader_buffer
);
10864 fragment_pipe
->free_private(device
);
10865 vertex_pipe
->vp_free(device
);
10866 HeapFree(GetProcessHeap(), 0, priv
);
10867 return E_OUTOFMEMORY
;
10870 /* Context activation is done by the caller. */
10871 static void shader_glsl_free(struct wined3d_device
*device
)
10873 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10875 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
10876 constant_heap_free(&priv
->pconst_heap
);
10877 constant_heap_free(&priv
->vconst_heap
);
10878 HeapFree(GetProcessHeap(), 0, priv
->stack
);
10879 string_buffer_list_cleanup(&priv
->string_buffers
);
10880 string_buffer_free(&priv
->shader_buffer
);
10881 priv
->fragment_pipe
->free_private(device
);
10882 priv
->vertex_pipe
->vp_free(device
);
10884 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
10885 device
->shader_priv
= NULL
;
10888 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
10890 struct glsl_context_data
*ctx_data
;
10891 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
10893 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10894 context
->shader_backend_data
= ctx_data
;
10898 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
10900 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
10903 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
10905 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10907 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
10908 checkGLcall("GL_PROGRAM_POINT_SIZE");
10911 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
10913 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
10914 && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
10915 && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
10916 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
10917 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
10920 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
10921 && gl_info
->supported
[ARB_CULL_DISTANCE
]
10922 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
10923 && gl_info
->supported
[ARB_DRAW_INDIRECT
]
10924 && gl_info
->supported
[ARB_GPU_SHADER5
]
10925 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
10926 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
10927 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
10928 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
10929 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
10930 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
10931 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
10934 if (shader_model_4
)
10937 /* Support for texldd and texldl instructions in pixel shaders is required
10939 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
10945 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
10947 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
10949 TRACE("Shader model %u.\n", shader_model
);
10951 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
10952 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
10953 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
10954 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
10955 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
10956 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
10958 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
10959 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
10961 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
10962 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
10963 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
10965 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
10966 * Direct3D minimum requirement.
10968 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
10969 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
10971 * The problem is that the refrast clamps temporary results in the shader to
10972 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
10973 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
10974 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
10975 * offer a way to query this.
10977 if (shader_model
>= 4)
10978 caps
->ps_1x_max_value
= FLT_MAX
;
10980 caps
->ps_1x_max_value
= 1024.0f
;
10982 /* Ideally we'd only set caps like sRGB writes here if supported by both
10983 * the shader backend and the fragment pipe, but we can get called before
10984 * shader_glsl_alloc(). */
10985 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
10986 | WINED3D_SHADER_CAP_SRGB_WRITE
;
10989 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
10991 /* We support everything except YUV conversions. */
10992 return !is_complex_fixup(fixup
);
10995 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
10997 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
10998 /* WINED3DSIH_ADD */ shader_glsl_binop
,
10999 /* WINED3DSIH_AND */ shader_glsl_binop
,
11000 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11001 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11002 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11003 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11004 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11005 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11006 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11007 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11008 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11009 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11010 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11011 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11012 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11013 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11014 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11015 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11016 /* WINED3DSIH_CALL */ shader_glsl_call
,
11017 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11018 /* WINED3DSIH_CASE */ shader_glsl_case
,
11019 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11020 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11021 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11022 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11023 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11024 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11025 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11026 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11027 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11028 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11029 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11030 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11031 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11032 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11033 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11034 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11035 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11036 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11037 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11038 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11039 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11040 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11041 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11042 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11043 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
11044 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
11045 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11046 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11047 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11048 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11049 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11050 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11051 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11052 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11053 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11054 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11055 /* WINED3DSIH_DCL_STREAM */ NULL
,
11056 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11057 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11058 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11059 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11060 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11061 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11062 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11063 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11064 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11065 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11066 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11067 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11068 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11069 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11070 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11071 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11072 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11073 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11074 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11075 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11076 /* WINED3DSIH_DST */ shader_glsl_dst
,
11077 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11078 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11079 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11080 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11081 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11082 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11083 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11084 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11085 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11086 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11087 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11088 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11089 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11090 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11091 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11092 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11093 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11094 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11095 /* WINED3DSIH_FCALL */ NULL
,
11096 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11097 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11098 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11099 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11100 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11101 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11102 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11103 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11104 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11105 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11106 /* WINED3DSIH_GE */ shader_glsl_relop
,
11107 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11108 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11109 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11110 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11111 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11112 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11113 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11114 /* WINED3DSIH_IF */ shader_glsl_if
,
11115 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11116 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11117 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11118 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11119 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11120 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11121 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11122 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11123 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11124 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11125 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11126 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11127 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11128 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11129 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11130 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11131 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11132 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11133 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11134 /* WINED3DSIH_INE */ shader_glsl_relop
,
11135 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11136 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11137 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11138 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11139 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11140 /* WINED3DSIH_LD */ shader_glsl_ld
,
11141 /* WINED3DSIH_LD2DMS */ NULL
,
11142 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11143 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11144 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11145 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11146 /* WINED3DSIH_LOD */ NULL
,
11147 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11148 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11149 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11150 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11151 /* WINED3DSIH_LT */ shader_glsl_relop
,
11152 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11153 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11154 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11155 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11156 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11157 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11158 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11159 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11160 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11161 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11162 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11163 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11164 /* WINED3DSIH_NE */ shader_glsl_relop
,
11165 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11166 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11167 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11168 /* WINED3DSIH_OR */ shader_glsl_binop
,
11169 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11170 /* WINED3DSIH_POW */ shader_glsl_pow
,
11171 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11172 /* WINED3DSIH_REP */ shader_glsl_rep
,
11173 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11174 /* WINED3DSIH_RET */ shader_glsl_ret
,
11175 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11176 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11177 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11178 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11179 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11180 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11181 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11182 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11183 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11184 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11185 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11186 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
11187 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11188 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11189 /* WINED3DSIH_SETP */ NULL
,
11190 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11191 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11192 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11193 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11194 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11195 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11196 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11197 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11198 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11199 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11200 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11201 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11202 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11203 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11204 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11205 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11206 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11207 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11208 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11209 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11210 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11211 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11212 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11213 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11214 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11215 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11216 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11217 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11218 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11219 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11220 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11221 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11222 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11223 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11224 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11225 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11226 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11227 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11228 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11229 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11230 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11231 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11232 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11233 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11236 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11237 SHADER_HANDLER hw_fct
;
11239 /* Select handler */
11240 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11242 /* Unhandled opcode */
11245 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11250 shader_glsl_add_instruction_modifiers(ins
);
11253 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11255 struct shader_glsl_priv
*priv
= shader_priv
;
11257 return priv
->ffp_proj_control
;
11260 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11262 shader_glsl_handle_instruction
,
11263 shader_glsl_precompile
,
11264 shader_glsl_select
,
11265 shader_glsl_select_compute
,
11266 shader_glsl_disable
,
11267 shader_glsl_update_float_vertex_constants
,
11268 shader_glsl_update_float_pixel_constants
,
11269 shader_glsl_load_constants
,
11270 shader_glsl_destroy
,
11273 shader_glsl_allocate_context_data
,
11274 shader_glsl_free_context_data
,
11275 shader_glsl_init_context_state
,
11276 shader_glsl_get_caps
,
11277 shader_glsl_color_fixup_supported
,
11278 shader_glsl_has_ffp_proj_control
,
11281 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
11283 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
11285 caps
->xyzrhw
= TRUE
;
11286 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11287 caps
->ffp_generic_attributes
= TRUE
;
11288 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
11289 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11290 caps
->max_vertex_blend_matrix_index
= 0;
11291 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11292 | WINED3DVTXPCAPS_MATERIALSOURCE7
11293 | WINED3DVTXPCAPS_VERTEXFOG
11294 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11295 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11296 | WINED3DVTXPCAPS_LOCALVIEWER
11297 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11298 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11299 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11300 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11303 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11305 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11306 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11310 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11312 struct shader_glsl_priv
*priv
;
11314 if (shader_backend
== &glsl_shader_backend
)
11316 priv
= shader_priv
;
11317 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11321 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11326 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11328 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11329 struct glsl_ffp_vertex_shader
, desc
.entry
);
11330 struct glsl_shader_prog_link
*program
, *program2
;
11331 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11333 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11334 struct glsl_shader_prog_link
, vs
.shader_entry
)
11336 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11338 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11339 HeapFree(GetProcessHeap(), 0, shader
);
11342 /* Context activation is done by the caller. */
11343 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11345 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11346 struct glsl_ffp_destroy_ctx ctx
;
11349 ctx
.gl_info
= &device
->adapter
->gl_info
;
11350 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11353 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11354 const struct wined3d_state
*state
, DWORD state_id
) {}
11356 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11357 const struct wined3d_state
*state
, DWORD state_id
)
11359 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11362 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11363 const struct wined3d_state
*state
, DWORD state_id
)
11365 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11366 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11367 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11368 BOOL transformed
= context
->stream_info
.position_transformed
;
11369 BOOL wasrhw
= context
->last_was_rhw
;
11372 context
->last_was_rhw
= transformed
;
11374 /* If the vertex declaration contains a transformed position attribute,
11375 * the draw uses the fixed function vertex pipeline regardless of any
11376 * vertex shader set by the application. */
11377 if (transformed
!= wasrhw
11378 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11379 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11381 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11383 if (!use_vs(state
))
11385 if (context
->last_was_vshader
)
11387 if (legacy_clip_planes
)
11388 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11389 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11391 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11394 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11396 /* Because of settings->texcoords, we have to regenerate the vertex
11397 * shader on a vdecl change if there aren't enough varyings to just
11398 * always output all the texture coordinates. */
11399 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11400 || normal
!= context
->last_was_normal
)
11401 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11404 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11405 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11406 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11410 if (!context
->last_was_vshader
)
11412 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11413 if (legacy_clip_planes
)
11414 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11415 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11417 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11421 context
->last_was_vshader
= use_vs(state
);
11422 context
->last_was_normal
= normal
;
11425 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11426 const struct wined3d_state
*state
, DWORD state_id
)
11428 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11429 /* Different vertex shaders potentially require a different vertex attributes setup. */
11430 if (!isStateDirty(context
, STATE_VDECL
))
11431 context_apply_state(context
, state
, STATE_VDECL
);
11434 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11435 const struct wined3d_state
*state
, DWORD state_id
)
11437 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11438 * winding) are defined in Hull Shaders, while in GLSL those are
11439 * specified in Tessellation Evaluation Shaders. */
11440 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11442 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11443 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11446 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11447 const struct wined3d_state
*state
, DWORD state_id
)
11449 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11450 BOOL rasterization_disabled
;
11452 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11453 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11454 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11455 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11457 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11458 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11459 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11460 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11461 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11464 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11465 const struct wined3d_state
*state
, DWORD state_id
)
11467 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11468 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11469 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11470 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11471 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11472 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11473 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11476 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11477 const struct wined3d_state
*state
, DWORD state_id
)
11479 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11482 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11483 const struct wined3d_state
*state
, DWORD state_id
)
11485 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11488 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11490 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11493 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11494 | WINED3D_SHADER_CONST_FFP_LIGHTS
11495 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11497 if (needs_legacy_glsl_syntax(gl_info
))
11499 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11501 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11502 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11507 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11511 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11512 const struct wined3d_state
*state
, DWORD state_id
)
11514 /* Table fog behavior depends on the projection matrix. */
11515 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11516 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11517 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11518 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11521 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11522 const struct wined3d_state
*state
, DWORD state_id
)
11524 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11525 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11526 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11527 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11528 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11529 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11532 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11533 const struct wined3d_state
*state
, DWORD state_id
)
11535 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11538 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11539 const struct wined3d_state
*state
, DWORD state_id
)
11541 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11542 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11548 if (sampler
>= MAX_TEXTURES
)
11551 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11552 || context
->lastWasPow2Texture
& (1u << sampler
))
11555 context
->lastWasPow2Texture
|= 1u << sampler
;
11557 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11559 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11563 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11564 const struct wined3d_state
*state
, DWORD state_id
)
11566 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11569 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11570 const struct wined3d_state
*state
, DWORD state_id
)
11572 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11575 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11576 const struct wined3d_state
*state
, DWORD state_id
)
11578 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11581 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11582 const struct wined3d_state
*state
, DWORD state_id
)
11584 if (!use_vs(state
))
11585 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11588 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11589 const struct wined3d_state
*state
, DWORD state_id
)
11591 static unsigned int once
;
11593 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11594 FIXME("Non-point sprite points not supported in core profile.\n");
11597 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11598 const struct wined3d_state
*state
, DWORD state_id
)
11600 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11603 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11604 const struct wined3d_state
*state
, DWORD state_id
)
11606 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11607 UINT index
= state_id
- STATE_CLIPPLANE(0);
11609 if (index
>= gl_info
->limits
.user_clip_distances
)
11612 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11615 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11617 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11618 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11619 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11620 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11621 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11622 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11623 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11625 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11626 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11627 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11628 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11629 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11630 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11631 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11632 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11633 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11634 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11635 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11636 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11637 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11638 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11639 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11640 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11642 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11643 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11644 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11645 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11646 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11647 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11648 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11649 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11650 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11652 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11653 /* Transform states */
11654 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11655 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11656 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11657 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11658 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11659 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11660 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11661 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11662 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11663 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11664 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11665 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11666 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11667 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11668 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11669 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11670 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11671 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11672 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11673 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11674 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11675 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11676 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11677 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11678 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11679 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11680 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11681 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11682 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11683 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11685 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11686 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11687 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11688 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11689 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11690 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11691 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11692 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11693 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11694 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11695 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11696 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11697 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11698 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11699 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11700 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11701 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11702 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11703 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11704 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11705 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11706 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11707 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11708 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11709 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11710 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11711 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11712 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11713 /* NP2 texture matrix fixups. They are not needed if
11714 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11715 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11717 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11718 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11719 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11720 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11721 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11722 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11723 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11724 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11725 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11726 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11727 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11728 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11729 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11730 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11731 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11732 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11733 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11734 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11735 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11736 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11737 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11738 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11739 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11740 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11741 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11742 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11743 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11744 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11748 * - Implement vertex tweening. */
11749 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11751 glsl_vertex_pipe_vp_enable
,
11752 glsl_vertex_pipe_vp_get_caps
,
11753 glsl_vertex_pipe_vp_get_emul_mask
,
11754 glsl_vertex_pipe_vp_alloc
,
11755 glsl_vertex_pipe_vp_free
,
11756 glsl_vertex_pipe_vp_states
,
11759 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
11761 /* Nothing to do. */
11764 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
11766 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11767 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11768 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11769 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11770 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11771 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11772 | WINED3DTEXOPCAPS_SELECTARG1
11773 | WINED3DTEXOPCAPS_SELECTARG2
11774 | WINED3DTEXOPCAPS_MODULATE4X
11775 | WINED3DTEXOPCAPS_MODULATE2X
11776 | WINED3DTEXOPCAPS_MODULATE
11777 | WINED3DTEXOPCAPS_ADDSIGNED2X
11778 | WINED3DTEXOPCAPS_ADDSIGNED
11779 | WINED3DTEXOPCAPS_ADD
11780 | WINED3DTEXOPCAPS_SUBTRACT
11781 | WINED3DTEXOPCAPS_ADDSMOOTH
11782 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11783 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11784 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11785 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11786 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
11787 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
11788 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
11789 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
11790 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
11791 | WINED3DTEXOPCAPS_DOTPRODUCT3
11792 | WINED3DTEXOPCAPS_MULTIPLYADD
11793 | WINED3DTEXOPCAPS_LERP
11794 | WINED3DTEXOPCAPS_BUMPENVMAP
11795 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
11796 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
11797 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
11800 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11802 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11803 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11807 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11809 struct shader_glsl_priv
*priv
;
11811 if (shader_backend
== &glsl_shader_backend
)
11813 priv
= shader_priv
;
11814 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
11818 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
11823 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
11825 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11826 struct glsl_ffp_fragment_shader
, entry
.entry
);
11827 struct glsl_shader_prog_link
*program
, *program2
;
11828 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11830 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11831 struct glsl_shader_prog_link
, ps
.shader_entry
)
11833 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11835 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11836 HeapFree(GetProcessHeap(), 0, shader
);
11839 /* Context activation is done by the caller. */
11840 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
11842 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
11843 struct glsl_ffp_destroy_ctx ctx
;
11846 ctx
.gl_info
= &device
->adapter
->gl_info
;
11847 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
11850 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
11851 const struct wined3d_state
*state
, DWORD state_id
)
11853 context
->last_was_pshader
= use_ps(state
);
11855 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11858 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
11859 const struct wined3d_state
*state
, DWORD state_id
)
11861 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11864 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
11865 const struct wined3d_state
*state
, DWORD state_id
)
11867 BOOL use_vshader
= use_vs(state
);
11868 enum fogsource new_source
;
11869 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
11870 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
11872 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11874 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
11877 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
11880 new_source
= FOGSOURCE_VS
;
11881 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
11882 new_source
= FOGSOURCE_COORD
;
11884 new_source
= FOGSOURCE_FFP
;
11888 new_source
= FOGSOURCE_FFP
;
11891 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
11893 context
->fog_source
= new_source
;
11894 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11898 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
11899 const struct wined3d_state
*state
, DWORD state_id
)
11901 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11902 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11903 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11905 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
11906 glsl_fragment_pipe_fog(context
, state
, state_id
);
11909 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
11910 const struct wined3d_state
*state
, DWORD state_id
)
11912 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11913 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11914 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11917 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
11918 const struct wined3d_state
*state
, DWORD state_id
)
11920 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11923 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
11924 const struct wined3d_state
*state
, DWORD state_id
)
11926 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
11929 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
11930 const struct wined3d_state
*state
, DWORD state_id
)
11932 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11933 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
11934 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
11938 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
11939 checkGLcall("glAlphaFunc");
11943 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
11944 const struct wined3d_state
*state
, DWORD state_id
)
11946 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11949 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
11950 const struct wined3d_state
*state
, DWORD state_id
)
11952 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11954 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
11956 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
11957 checkGLcall("glEnable(GL_ALPHA_TEST)");
11961 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
11962 checkGLcall("glDisable(GL_ALPHA_TEST)");
11966 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
11967 const struct wined3d_state
*state
, DWORD state_id
)
11969 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
11972 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
11973 const struct wined3d_state
*state
, DWORD state_id
)
11975 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
11978 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
11979 const struct wined3d_state
*state
, DWORD state_id
)
11981 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11984 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
11986 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11987 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11988 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11989 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11991 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11992 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11993 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11994 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11995 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11996 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11997 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11998 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11999 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12000 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12001 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12003 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12004 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12005 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12006 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12007 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12009 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12010 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12011 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12012 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12013 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12014 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12015 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12016 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12017 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12018 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12019 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12020 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12021 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12022 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12024 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12025 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12026 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12027 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12028 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12029 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12030 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12031 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12032 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12033 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12034 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12035 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12036 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12037 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12038 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12039 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12040 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12041 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12042 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12043 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12044 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12045 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12046 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12047 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12048 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12049 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12050 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12051 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12052 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12053 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12054 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12055 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12056 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12057 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12058 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12059 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12060 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12061 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12062 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12063 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12064 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12065 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12066 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12067 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12068 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12069 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12070 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12071 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12072 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12073 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12074 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12075 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12076 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12077 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12078 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12079 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12080 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12081 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12082 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12083 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12084 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12085 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12086 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12087 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12088 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12089 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12090 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12091 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12092 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12093 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12094 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12095 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12096 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12097 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12098 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12099 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12100 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12101 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12104 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12109 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12113 const struct fragment_pipeline glsl_fragment_pipe
=
12115 glsl_fragment_pipe_enable
,
12116 glsl_fragment_pipe_get_caps
,
12117 glsl_fragment_pipe_get_emul_mask
,
12118 glsl_fragment_pipe_alloc
,
12119 glsl_fragment_pipe_free
,
12120 glsl_fragment_pipe_alloc_context_data
,
12121 glsl_fragment_pipe_free_context_data
,
12122 shader_glsl_color_fixup_supported
,
12123 glsl_fragment_pipe_state_template
,